You should look into the CollisionTraverser: you’ll need to use the methods:
-
add_solid
To specify which CollisionSolid (such as your CollisionSphere) is going to be used for the collision test. -
traverse
To specify where does the collision check happen (you can path the render node if you want to have it run on the whole scene) -
sort_entries
Optional, but very useful, it’ll sort the collisions detected in order of which is the closest to your solid to which is the farthest. -
get_num_entry
returns the number of collision detected -
get_entry
returns the detail for a collision (plenty of useful stuff like the exact point of the collision) -
get_entry(x).get_into_node_path
returns the NodePath on which a given collision happened