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Help Creating a list of all gameobjects currently in contact with ObiRope - Printable Version +- Obi Official Forum (https://obi.virtualmethodstudio.com/forum) +-- Forum: Obi Users Category (https://obi.virtualmethodstudio.com/forum/forum-1.html) +--- Forum: Obi Rope (https://obi.virtualmethodstudio.com/forum/forum-4.html) +--- Thread: Help Creating a list of all gameobjects currently in contact with ObiRope (/thread-3152.html) |
Creating a list of all gameobjects currently in contact with ObiRope - Faffy_Waffles - 27-10-2021 As the title says, I would like to be able to find all objects currently colliding with the obirope. I'm sure I could figure it out myself with a bit of time, but I'd figure I'd ask before making something that might already exist within the asset. Also, I just wanted to say that this asset rules, absolutely the bomb dot com 5 stars RE: Creating a list of all gameobjects currently in contact with ObiRope - josemendez - 27-10-2021 (27-10-2021, 04:47 AM)Faffy_Waffles Wrote: As the title says, I would like to be able to find all objects currently colliding with the obirope. I'm sure I could figure it out myself with a bit of time, but I'd figure I'd ask before making something that might already exist within the asset. Hi there! Thanks for your kind words ![]() You can do this using collision callbacks: http://obi.virtualmethodstudio.com/manual/6.2/scriptingcollisions.html You subscribe to the solver's OnCollision event, and then iterate trough all contacts generated by the solver. You get a lot of information about each contact, including the specific particle and collider component involved in it. See "Retrieving the collider involved in a contact" in the link above for some code that retrieves the collider for a given contact. Also, the first code snippet in "Some examples" does basically what you need, you can just copy-paste it. let me know if I can be of further help. |