# How to check collider and not collider between two objects?

**URL:** <https://phaser.discourse.group/t/how-to-check-collider-and-not-collider-between-two-objects/9273>\
**Category:** Phaser 3\
**Created:** [April 8, 2021, 5:05am UTC](https://phaser.discourse.group/t/how-to-check-collider-and-not-collider-between-two-objects/9273 "2021-04-08T05:05:34Z")\
**Posts on this page:** 2\
**Page:** 1

<div class="post-metadata">

**Author:** ![benanson](https://avatars.discourse-cdn.com/v4/letter/b/5f8ce5/32.png) [@benanson](https://phaser.discourse.group/u/benanson)\
**Post date:** [April 8, 2021, 5:05am UTC](https://phaser.discourse.group/t/how-to-check-collider-and-not-collider-between-two-objects/9273/1 "2021-04-08T05:05:34Z")

</div>

Hello everyone.  
I would like to check collision (or overlap) between two objects if it collision  
I can check collision, but no idea how to check two objects out of collision  
create:  
`candosomething = false;`  
`this.physics.add.collider(player, platforms, check_collision, null, this);`

```
function check_collision (player, platforms)
{
    candosomething = true;
}

```

I tried on update tag, but finally…not work

```
if(this.physics.add.collider(player, platforms){
  candosomething = true;
}else{
 candosomething = false;
}

```

Anyidea how to check collision and out of the collision between two objects?  
Thank you very much

---

<div class="post-metadata">

**Author:** ![Milton](https://avatars.discourse-cdn.com/v4/letter/m/87869e/32.png) [@Milton](https://phaser.discourse.group/u/Milton)\
**Post date:** [April 8, 2021, 1:26pm UTC](https://phaser.discourse.group/t/how-to-check-collider-and-not-collider-between-two-objects/9273/2 "2021-04-08T13:26:22Z")

</div>

I think you just need to reset the flag at the end of update, see also

> [@Collision enter - exit event?](https://phaser.discourse.group/t/collision-enter-exit-event/1001/2):
>
> Maybe you want to set a flag of some sort inside the collision callback and reset it at the end of the scene’s update method or as soon as the sounds ends.

```javascript
candosomething = false;
this.physics.add.collider(player, platforms, check_collision, null, this);

function check_collision (player, platforms)
{
    candosomething = true;
}

function update() {
    ...
    if (candosomething) {
    }
    ...
    candosomething = false;
}

```
