//don't forget to divide radius by half. in my case, it was:
Collider[] colliders = Physics.OverlapBox(position, boxCollider.size /2);
//https://docs.unity3d.com/ScriptReference/Physics.OverlapBox.html
//draw a hitbox in front of the character to see which objects it collides with
Vector3 boxPosition = transform.position + (Vector3.up * lastAttack.collHeight)
+ Vector3.right * lastAttack.collDistance;
Vector3 boxSize = new Vector3 (lastAttack.CollSize/2, lastAttack.CollSize/2, hitZRange/2);
Collider[] hitColliders = Physics.OverlapBox(boxPosition, boxSize,
transform.rotation, HitLayerMask);
...
void OnDrawGizmos(){
if (lastAttack != null && (Time.time - lastAttackTime) < lastAttack.duration) {
// cache previous Gizmos settings
Color prevColor = Gizmos.color;
Matrix4x4 prevMatrix = Gismos.matrix;
Gizmos.color = Color.red;
Gizmos.matrix = transform.localToWorldMatrix;
Vector3 boxPosition = transform.position + (Vector3.up * lastAttack.collHeight)
+ Vector3.right * ((int)lastAttackDirection * lastAttack.collDistance);
// convert from world position to local position
boxPosition = transform.InverseTransformPoint(boxPosition);
Vector3 boxSize = new Vector3 (lastAttack.CollSize, lastAttack.CollSize, hitZRange);
Gizmos.DrawWireCube (boxPosition, boxSize);
// restore previous Gizmos settings
Gizmos.color = prevColor;
Gizmos.matrix = prevMatrix;
}
}