/* Given a collider and a position relative to the colliders transform, return whether or not the * position lies within the collider. Can also provide the allowed distance tolerance */ public static bool isInsideCollider(this Collider collider, Vector3 localPosition, float tolerance = 0.0f) { SphereCollider sphereCollider = collider as SphereCollider; if (sphereCollider != null) { return(sphereCollider.isPointInside(localPosition, tolerance)); } BoxCollider boxCollider = collider as BoxCollider; if (boxCollider != null) { return(boxCollider.isPointInside(localPosition, tolerance)); } CapsuleCollider capsuleCollider = collider as CapsuleCollider; if (capsuleCollider != null) { return(capsuleCollider.isPointInside(localPosition, tolerance)); } Debug.LogWarning("ColliderUtil does not work for Mesh Colliders!"); return(false); }