'Get closest point between GameObject (inside the cube collider) and 3D cube collider
Solution 1:[1]
The simplest (but computationally not the cheapest) would be to not rely on your current collider for the distance, but to add a set of small colliders around the edge of the object (so 6 colliders, one per face of the cube). Using Collider.ClosestPoint() on all 6 faces and calculating the distance like that would give you the results you need.
Solution 2:[2]
First convert a point to local space.
var localPoint = transform.InverseTransformPoint(worldPoint);
var extents = collider.size * 0.5f;
var closestPoint = localPoint;
Compute the distance to each face.
var disx = extents.x - Mathf.Abs(localPoint.x);
var disy = extents.y - Mathf.Abs(localPoint.y);
var disz = extents.z - Mathf.Abs(localPoint.z);
Find the closest face (smallest distance) and move the closest point along this axis.
if(disx < disy)
{
if (disx < disz)
closestPoint.x = extents.x * Mathf.Sign(localPoint.x); //disx
else
closestPoint.z = extents.z * Mathf.Sign(localPoint.z); //disz
}
else
{
//......
}
Plus the offset of the collider, convert to world space.
closestPoint += collider.center;
transform.TransformPoint(closestPoint);
Solution 3:[3]
You can Calculate by Vector3.Distance
some example
float minDistance =2;
float Distance = Vector3.Distance(other.position, transform.position);
if(Distance < minDistance)
{
//some code stuffs
}
else if(Distance > minDistance){
//some code stuffs
}
Useful information about Vector3.Distance and getting Distance from object source: https://docs.unity3d.com/ScriptReference/30_search.html?q=Distance
Sources
This article follows the attribution requirements of Stack Overflow and is licensed under CC BY-SA 3.0.
Source: Stack Overflow
| Solution | Source |
|---|---|
| Solution 1 | Alex Leest |
| Solution 2 | |
| Solution 3 | BayEggex |

