Here’s my problem:
I am working on a tower/actor placement system that is gridless (e.g., Dungeon Defenders). However, I am struggling to understand how to ensure that the tower I place can be fully situated on the target location.
For example, consider a tower with placement radius of 30. Now I can throw a line trace from the camera to get the hit location where the center of the tower would go. Spawning at the hit location, I know that the center of the tower will be in a valid location, but how do I know that an edge of the tower isn’t sitting half-on, half-off of a platform?
I could fix this problem by putting volumes all over the place so that the targeting system knows when it is overlapping in empty space. But I am looking for a more robust solution that isn’t dependent on manually constraining the placement area.
Any ideas?