I have 2 Targets in the world that I want to add to a list when the Player comes close to them.
I first use the Physics OverlapBox method to return an array of colliders. After this, I run a for loop in which the 2 targets should get added to the list. Only 2 target objects are in the scene but the list gets occupied with hundreds of copies of those objects.
Code Down below
private void TrySelectTarget(bool switchInput)
{
targetArray = Physics.OverlapBox(transform.position, range, Quaternion.identity, targetLayer, QueryTriggerInteraction.Ignore);
for (int i = 0; i < targetArray.Length ; i++)
{
if (targetArray[i].TryGetComponent<Target>(out Target target))
{
availableTargets.Add(target);
}
}
}
I did a deblug.Log
on targetarray.Length
and it returned 2
, so I don't understand why so many objects are being added to the availableTargets
List.
I am calling the TrySelectTarget()
method in Update()
.
I am new to c#
and programming, so apologies if I am making a stupid mistake.
Thank you for the help.