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Dec 8, 2020 at 4:12 comment added Anatolii Thanks for your reply! Actually I'm using a tag for damageable objects already - Physics.OverlapSphere(transform.position, m_ExplosionRadius, m_DamageableMask);. m_DamageableMask is the tag. But what is not clear is if it's a good practice in Unity to add the same script to every child that should be damageable.
Dec 7, 2020 at 18:14 comment added NCarlson Good advice, I agree .CompareTag() is probably better. I honestly haven't used the collision system lately. Since you have more suggestions you should post an answer :)
Dec 7, 2020 at 17:49 comment added DMGregory If you're going to compare tags, favour using .CompareTag() over .tag == for efficiency. But I'd recommend physics layers over tags at all. With physics layers, you can filter your collisions/triggers before the callback even gets called, rather than going to all the work of finding the collision handlers and calling them only to result in a no-op.
Dec 7, 2020 at 16:12 review First posts
Dec 8, 2020 at 9:24
Dec 7, 2020 at 16:09 history answered NCarlson CC BY-SA 4.0