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My idea is that there is a plane which is more of a border at top of the screen and if a game object has no more space to fall and it collides with something while it is in that border, the game ends. How can I check if a gameobject is inside that plane?

Example: enter image description here

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    \$\begingroup\$ Could you please explain it little bit more? \$\endgroup\$ Commented Dec 30, 2015 at 13:40
  • \$\begingroup\$ So you only want to react on collision events when the object is within a given zone and react them otherwise? By the way, do you know what Colliders are in Unity? \$\endgroup\$
    – Philipp
    Commented Dec 30, 2015 at 14:58
  • \$\begingroup\$ I edited my post with a sketch example \$\endgroup\$ Commented Dec 30, 2015 at 15:11
  • \$\begingroup\$ Looks like you want a Collider volume that is marked as a trigger \$\endgroup\$ Commented Dec 30, 2015 at 15:11
  • \$\begingroup\$ @Draco18s Can you show how this is done? \$\endgroup\$ Commented Dec 30, 2015 at 15:30

3 Answers 3

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This is a great use case for Colliders in Unity. http://docs.unity3d.com/ScriptReference/Collider.html

You would actually want to achieve your objective using 2 colliders. The first being your Border Collider, the second being the "Play Space" collider.

You would then want a script for your GameObjects (squares/rectangles) which checks their collisions, and using a few variables determine which state you are describing.

An example (psuedo code) would be something like this:

using UnityEngine;
using System.Collections;

public class falling_game_block : MonoBehaviour {

bool border_collide = false;
bool playspace_collide = false;

void OnCollisionEnter(Collision collision_info) 
{
    if(collision_info.collider.name == "border_collider_name")
    {
        border_collide = true;
    }//END IF COLLISION.COLLIDER == "BORDER_COLLIDER_HERE"

    if(collision_info.collider.name == "playspace_collider_name")
    {
        playspace_collide = true;
    }//END IF COLLISION.COLLIDER == "PLAYSPACE_COLLIDER_HERE"

    print(gameObject.name + " in contact with " + collisionInfo.collider.name);
}//END FUNCTION ONCOLLISIONENTER

void OnCollisionExit(Collision collisionInfo) {
    print(gameObject.name + " No longer in contact with " + collisionInfo.collider.name);
}

void Update() 
{
    if(border_collide == true && playspace_collide == true)
    {
        //DO stuff, explode, warn, cry, etc...
    }//END IF BORDER_COLLIDE == TRUE AND PLAYSPACE_COLLIDE == TRUE
}
}//END CLASS FALLING_GAME_BLOCK

You'll want to look at the "console" to see the print messages. Comment them out when you understand what is going on.

*** Note this is just psuedo code, and is not fully tested... you may have to perform slight tweaks to address errors, and a few more tweaks to get it to handle your exact need, but this should provide a good starting point!!!

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Based on @Danoweb's answer, here is how I did it:

public class CubeInteraction : MonoBehaviour {
    private bool endGameBorderCollided;
    private bool cubeCollided;

    private void Update() {
    //Check if there is any space left for cubes to fall. If not - end the game
    CheckForCubeOverflow();

    // Controls touch inputs by the user
    RegisterTouchInputs();
    }

    // Check if a cube enters the end game border and if it collides with another cube at that time
    private void CheckForCubeOverflow() {
       if (endGameBorderCollided && cubeCollided)
           gameOverController.EndGame();
    }

    private void OnTriggerEnter2D(Collider2D collider2D) {
       if (collider2D.name == "End Game Border")
           endGameBorderCollided = true;
    }

    private void OnTriggerExit2D(Collider2D collider2D) {
       if (collider2D.name == "End Game Border")
           endGameBorderCollided = false;
    }

    private void OnCollisionEnter2D(Collision2D collision2D) {
       if (collision2D.collider.name.Contains("Cube"))
           cubeCollided = true;
    }

    private void OnCollisionExit2D(Collision2D collision2D) {
       if (collision2D.collider.name.Contains("Cube"))
           cubeCollided = false;
    }
}
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Physics2D.OverlapArea would be perfect for this use...

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    \$\begingroup\$ Please add more details to your answer. Why would it be perfect for this use? How should it be used? One-line answers tend to be deleted. \$\endgroup\$
    – Vaillancourt
    Commented Jun 13, 2016 at 12:33
  • \$\begingroup\$ This does not provide an answer to the question. Once you have sufficient reputation you will be able to comment on any post; instead, provide answers that don't require clarification from the asker. - From Review \$\endgroup\$
    – Vaillancourt
    Commented Jun 13, 2016 at 13:36
  • \$\begingroup\$ this built-in function seems like created for such cases : it checks if two colliders overlap (thats why it seemed obvious to me and needed no more explanations) place a rectangle collider in the 'game over zone' and do a check for other colliders presence on each turn. if it brings a result -> game over. \$\endgroup\$ Commented Jun 13, 2016 at 19:51

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