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May 5, 2015 at 8:34 comment added ElDuderino I tried with the layermask and it works. See my answer below.
May 5, 2015 at 8:33 answer added ElDuderino timeline score: 1
May 4, 2015 at 15:23 comment added user30331 No, cache the reference to the collider component itself.
May 4, 2015 at 15:15 comment added ElDuderino You are right, I should cache those gameobjects somewhere... but It's not a difference if I do GetComponent<Collider>() or GetComponent<ScriptWithReferenceToCollider>() on the gameobject afaik...
May 4, 2015 at 14:00 answer added Heisenbug timeline score: 1
May 4, 2015 at 13:43 comment added user30331 You could store a reference to these colliders on start, or when you instantiate the monster. Then use them from there. Even if you do it this way, how many components does the monster have? Probably not more than 10. A linear search through 30 of them should be nothing, especially if this is only for one frame. I'd be more worried about the FindGameObjectsWithTag method.
May 4, 2015 at 13:30 history asked ElDuderino CC BY-SA 3.0