# Collision detection not working anymore

**URL:** <https://discourse.threejs.org/t/collision-detection-not-working-anymore/28727>\
**Category:** Questions\
**Tags:** collision-detection\
**Created:** [August 7, 2021, 5:01pm UTC](https://discourse.threejs.org/t/collision-detection-not-working-anymore/28727 "2021-08-07T17:01:49Z")\
**Posts on this page:** 1\
**Showing post:** 2

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**Author:** ![Lawrence3DPK](https://yyz1.discourse-cdn.com/flex035/user_avatar/discourse.threejs.org/lawrence3dpk/32/29184_2.png) [@Lawrence3DPK](https://discourse.threejs.org/u/Lawrence3DPK)\
**Post date:** [August 7, 2021, 11:42pm UTC](https://discourse.threejs.org/t/collision-detection-not-working-anymore/28727/2 "2021-08-07T23:42:57Z")

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You have to use …geometry.attributes.position and geometry.attributes.normal to calculate ray position and direction on buffergeometry, you can utilise arrowHelper to visualize where rays are going from / to.

> [@BufferGeometry collisions with raycaster](https://discourse.threejs.org/t/buffergeometry-collisions-with-raycaster/22471):
>
> @Mugen87 i have set up a test environment for detecting collisions with BufferGeometry here… [https://3dpk.co.uk/examples/collisionstest/boxbuffercollision](https://3dpk.co.uk/examples/collisionstest/boxbuffercollision) i used the example code you gave in the previous discussion which should theoretically console.log the objects being collided with a BufferGeometry fixed to the cameras position but this does not detect colisions… const originPoint = MovingCube.geometry.getAttribute( 'position' ); const localVertex = new THREE.Vector3(); const globalVertex…

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