public void InitPhysicsManager() { //find all colliders in the scene A$AP boxList = GameObject.FindGameObjectsWithTag("Ground"); for (int i = 0; i < boxList.Length; i++) { floorBoundingBoxes.Add(boxList[i].GetComponent <AABB>()); } boxList = null; boxList = GameObject.FindGameObjectsWithTag("Entity"); for (int i = 0; i < boxList.Length; i++) { entityBoundingBoxes.Add(boxList[i].GetComponent <AABB>()); } // add player collider entityBoundingBoxes.Add(GameObject.FindGameObjectWithTag("Player").GetComponent <AABB>()); boxList = null; boxList = GameObject.FindGameObjectsWithTag("Boundary"); for (int i = 0; i < boxList.Length; i++) { boundaryBoundingBoxes.Add(boxList[i].GetComponent <AABB>()); } // initialise collision data colPair = new CollisionPair(); // initialise all rigidbodies in scene InitRigidbodiesInScene(); // initialise nav graph grid = GetComponent <NavGraph>(); grid.InitGraph(); chargeRate = 0; chargeDmg = 0; dPath = new List <Vector2>(); }