I am implementing A* algorithm in 3D environment and I have came to a point where I need to determine whether there is something lying on a plane (on which my characters will be walking) at particular coordinates.
I have created a class Board
which holds the map of of Nodes
(each holds center of its coordinates). So we can say I have discretized the Plane to something similar like a chessborad. Now I need to know whether there is something on each Node
to create a walkable/unwalkable map on this plane.
How can I do this in Unity3D ? Raycasting ?
EDIT
There is one thing that I can think of but I think it's a bit inefficient :
Create a temporary collider ( take area of Board
's tile and some height ) and check whether there is something colliding with it and then keep translating it for every tile in the Board
.
Do you think this would be a good way ?
Thanks to Ghopper21's answer I came up with ShpereCasting each Node
from above it e.g. Node (0,0,0)
would be Spherecasted from (0,100,0)
.