objects collider not collide while animation and stop - unity3d

Why my glider collider cross inside the box collider while animation but collider not disactive
the mass of rigid body in glider weapon is 100 and is trigger is off
i try every thing like is kinematic or change interpolate setting but nothing work
enter image description here
check vedio for more understand

Related

Unity rigidbody always falling when on another rigidbody. (Unity 2D)

I'm relatively new to Unity, I have a player character and a box sprite, I want the box to be movable by the player and for it to fall, so I gave the box a box collider 2D and a rigidbody2D, the box moves fine and the player can move it OK, however whenever the player is touching the box in any way (standing on it or pushing it) the characters Y velocity begins fluctuating uncontrollably making it play the falling animation. Through some testing I found the problem was the player's rigidbody and boxes rigidbody interaction, I don't know how to fix it. Any help would be great thanks
I think u just need to set both the player character and box sprite 's rigidbody2D to dynamic with 1 gravity scale... u can change their mass to manipulate the motion...

The problem with the correct use of a rigid body in a 2D game

I decided to make a 2D game for the PC on Unity, where the character moves around the stage. But I have a problem with the correct use of Rigid Body 2D.
In this picture you can see my playing field.
https://i.stack.imgur.com/PBhwx.png
I want my character to move around the entire field and when colliding with objects does not go through them.
My field is Tilemap, but I hung the Box Collider on the Grid. Boxing collider surrounds the grid.
But when I use Rigid Body and turn on the game, the object falls through. And if you remove the Rigid Body, then it just goes through objects.
I tried to use different types of Rigid Body, when using kinematic and static, sprite goes through houses.
The way it works is when you attach a RigidBody2D to an object, you give it physics properties, but it won't do anything useful without a collider. If you have an object with collider attached - every other object with collider attached will collide with it.
In your case the player should have RigidBody2D and BoxCollider2D. The ground should have BoxCollider2D, and basically everything you want the player to collide with should have BoxCollider2D. So the houses should have BoxCollider2D as well.
This setup should allow the player to walk on the ground without falling through it, and collider with houses.
Make sure that the collider's area is correct. You can preview it in the editor and edit it if it's not correct.
Also if you want it to work make sure the camera points down and your game setup is alongside Y axis so if there's a rigid body object falling down it falls down on the ground not before/behind it.

OnTriggerExit collision with TerrainCollider

I'm trying to make a digging mechanism in my game by setting heights of the terrainData.
Everything works fine, but I found a bug. As can be seen on attached image, I put a Collider as a Trigger to check whether the whole terrain from the Trigger area is removed. I check it in OnTriggerExit method.
It works, but when I left some terrain 'in the middle' (as image shows) and removed terrain only around the Trigger is says that there is no collision with Terrain Collider (but it should be!!)
Thanks!
if your terrain has rigidbody in it will not detect collision because continous collision detection in terrain collider is not supported. one way to fix this is change terrain collider with box collider or remove rigidbody in terrain object.

Capsule Collider doesn't move smoothly

I have some issues using CapsuleCollider and RigidBodyController in a Player GameObject in Unity.
Using a CapsuleCollider as collider for the player, I noticed that the player doesn't move like a capsule or a sphere (in other words, I want that the movement should be like a rolling ball, with no stuttering), but its movements like more like a box pushed, with stops and starts, that make some little oscillations of the camera.
Any ideas, solutions or tips?
realy that is all based on how your moving the object, and the rigidbody2D settings of the object, I think using physics forces would roll your character like a ball or capsule, however just setting a velocity wont.

How to move an object without going through colliders

I'm using Unity and i am doing a pong game. I would like to be able to move the paddles with the mouse key. I have tried just moving their position but that of course will simply "teleport" them through the colliders along the edge of the playing field. I tried using addForce() and making the rigidbody fixed in the x position, however, what happens is when the ball hits the paddle, it pushes it and the paddle snaps back. All of the ball's energy is lost (there is gravity in my game). How can i move this box collider but not let it over lap other box colliders while moving? Thanks!!!
Your paddle should be a kinematic (IsKinematic parameter) rigidbody (attached RigidBody2D) collider while the edges should just be a static collider. But, you should control the limits/edges of paddle movement within your script.
If you do things this way, your ball will naturally bounce of the edges and off your paddle. If, however, you want the ball to pass through the edges but notify you of doing so (e.g. lose condition), you should make the edges a static trigger collider (IsTrigger parameter).
Here's a detailed list with all interactions between different types of colliders: http://docs.unity3d.com/Manual/CollidersOverview.html. The messages generated are passed via 2 different functions: OnTriggerEnter2D and OnCollisionEnter2D.