i using ray cast make collision. player can move in directions ( north , east , south , west)one step @ time if obstacle way not move. more clearance refer crossy road.
detection of obstacles if sometimes dont collision , obstacle.
i have rigidbody & collider attached player , colliders on obstacles.

code:-
if(input.getkeyup(keycode.w)) { playerscale = 1; this.transform.localscale = new vector3 (1,playerscale,1); if((physics.raycast(midray , vector3.forward,out hit,2f)) ||(physics.raycast(leftray , vector3.forward,out hit,2f))||(physics.raycast(rightray , vector3.forward,out hit,2f)) ) { if(hit.collider.tag == "obs") { debug.log("cantmove"); } else { score +=1; targetpos = new vector3(this.transform.position.x,this.transform.position.y,this.transform.position.z+movedist); } } }
in if statement got 3 or(||) means if 1 of 3 starting left returns true there no need check rest because whole statement true , lets assume (physics.raycast(midray , vector3.forward,out hit,2f)) true , hit.collider.tag isn't obs wont check others , if answer in leftray never checked
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