Quantcast
Channel: Latest Questions by khoatic
Viewing all articles
Browse latest Browse all 97

Physics.OverlapSphere not giving proper coordinates

$
0
0
So Im trying to use Physics.OverlapSphere to get a set of objects around the object with the attached script. when testing its showing their locations to be exactly the same, I cant figure out why, please help. ///////////////////////////////////////////////////////////////////////////// Update Class ///////////////////////////////////////////////////////////////////////////// private List rootNodeList; private GameObject curRoot = null; private GameObject nextRoot = null; void Awake() { rootNodeList = new List(); } void Update () { int val = Random.Range(0, rootNodeList.Count); curRoot = rootNodeList[val]; if (curRoot == null) { Debug.Log("Error:current Root is Null"); } curRoot.GetComponent().findLinks(); nextRoot = curRoot.GetComponent().pickNextNode(); if (nextRoot == null) { Debug.Log("Notify:current Root has no connections"); } curVec = nextRoot.transform.position - curRoot.transform.position; Debug.Log(nextRoot.transform.position); Debug.Log(curRoot.transform.position); } ///////////////////////////////////////////////////////////////////////////// RootNode Class ///////////////////////////////////////////////////////////////////////////// private List linkedNodes; void Awake() { linkedNodes = new List(); } public void findLinks() { Collider[] linkedObjects = Physics.OverlapSphere(this.transform.position, linkRadius); Debug.Log(linkedObjects.Length); for (int i = 0; i < linkedObjects.Length; i++) { if (linkedObjects[i].tag == "ROOTNODE") { linkedNodes.Add(linkedObjects[i].gameObject); } } } public GameObject pickNextNode() { int val = Random.Range(0, linkedNodes.Count); if (linkedNodes.Count <= 0) { Debug.Log("Notify: there is no Nodes around"); } return linkedNodes[val]; }

Viewing all articles
Browse latest Browse all 97


<script src="https://jsc.adskeeper.com/r/s/rssing.com.1596347.js" async> </script>