Physical chain. Unity platformer game - unity3d

I want to make a cooperative game in which the control of one character is implemented using wasd, and the other with the arrows. In general, I want to make the characters connected to each other by a physical chain. I'll attach what I got from the bottom. Twisted different parameters of the HingeJoint. What happened doesn't suit me at all.
The chain links fly out from each other. And they also fall into other colliders when they are too close to the wall.

Related

Collision issue when player moves from one object to another

In unity 5 I am having an issue with certain collisions. I made a basic maze-like game where the player controls a cube across platforms (made from other cubes). In certain areas, two or more of the platforms touch so the player can get to different areas of the level. The problem with my collision happens at these intersections. The player will seem to get stuck for no reason and they would have to back up and get a running start in order to get to the other platform. I went through everything and made sure they are lined up perfectly in the unity editor but nothing seems to fix this.
Any advice would be greatly appreciated .
EDIT: all of my objects are using box colliders
A common (and good) practice is to use a Circle collider on the bottom of your character object in conjunction with a Box collider.
For Example:
While this will likely fix your issue, the source of the problem is probably using many small tiled cubes each with their own colliders. A large amount of tiled objects with colliders most likely cause performance and collision issues.

Are There Alternatives to Collision Detection in Unity3D?

So, I'm working on a game and I've run in to the problem that.. I'm trying to detect the collision of two objects, and at first I assumed I needed two colliders. Then I found out I needed a rigid body, now I've come to find both object need a rigid body and this is a lot of cpu usage and the rigid bodies serve only to detect these collisions. It vastly limits how many objects I can have in a scene.
The only solution I can thin of is to be cast small rays from each side. Are there any other industry standard solutions that are more optimal?
Thanks in advance
There's no way to do exactly what you want. As you did not describe what you are planning to do (not even if 2D or 3D), here's a generic solution:
1) Attach a Rigidbody to only to one of the objects (out of two which could collide)
2) Tick in IsKinematic on Rigidbodyso it won't react on Physics
3) Tick in isTrigger on the other object's Collider (so it won't need a Rigidbody yet fires away trigger events when hits another object with a non-trigger(!!!) collider (and a Rigidbody)
(Or use Rigidbody on all your GOs, yet tick in IsKinematic on all of them)
As of your own collision detection, see #Hellium's comment.
I would add that, if you code your own collision detection, at the end of the day you'll most probably end up with a code eating more calc. time (and probably being at least a bit more sloppy).
Simply because you'll code in script, not C++ and the engine's Collision Detection is C++. (Your .net script will compile to native via il2cpp, so not a native implementation == must be slower than the code having similar nature, yet supported by the engine, i.e. coded in c++)
Side note: If you find your app. running slow, that's not necessarily because of collision detection. It's not impossible it's your code, what you do when you detect collision is running slow.
I highly recommend using the profiler to see what slows things down in your application.
If it really is your code, post a question on how to make that run faster.

Unity local avoidance in user created world

I'm using Unity3D for a networked multiplayer online game where I have a very large complex 3D terrain scene like a forest, with trees, cliff, hills, mountains, bounders, etc.
Players can also build structures sort of like minecraft, and put them anywhere in the scene, or even move them around anytime.
Aside from the human controlled players, there are automated AI players and objects like animals roaming around the scene following a path.
The problem is how to make these automated AI players and animals, able to navigate around the static and dynamic player created structures, because the path they follow can easily get blocked by player created structures, or even by other players and other AI objects, cliffs etc. So they have to find away around them or get themselves back on track if they tumble down off a high cliff for example.
So I made a navMesh and used NavAgents, but that just takes care of the static, non moving objects, but how do I make the AI players navigate around each other and also the dynamic structures created by the players which can number in the hundreds?
I thought of adding a NavMeshObstacle to everything, but this would result in it being attached to hundreds of objects since the user created structures are built using little pieces like blocks or little tiles to create a larger object.
Here are my questions:
Would attaching a NavMeshObstacle to hundreds of little objects slow down the game?
Is there another way to navigate of dynamic objects other than using NavMeshObstable without slowing down the networked game?
Thanks
Based on the documentation for NavMeshObstacle, one could reasonably assume that if carving (an obstacle "carving" a piece out of the nav mesh) is disabled, obstacles will only affect agent performance when they are in the agent's way. They won't affect pathfinding. The agent will just go around them when it's close. Note that this will not work for you if there are so many dynamic obstacles that the agents need a very different path. You can also set them to re-carve a piece out of the nav mesh only when they've moved a certain amount. You should test the performance, but that sounds like it might work well for you.
http://docs.unity3d.com/ScriptReference/NavMeshObstacle.html
If you don't want to spend much time on making your own "sensor and navigation" system extending unity's navigation then I think your way is through NavMeshObstacles. If you build your obstacles with blocks like minecraft to avoid add NavMeshObstacle on each block you have a huge range of choices on how to limit/approach on your building system.
There is also good AI systems free as RAIN, for example, that implements some extensible and consistent way to do what you want, take a look on unity market if anything there fits your needs.

How can I use compression forces in Unity3d?

I'd like to use compression forces to keep detached objects suspended in the air. Here's a photo of what I'm trying to accomplish:
Ideally, they would stay in the position illustrated above until acted upon by another force.
However, the boxes become all wonky and seemingly ignore the friction between each other.
If I put them closer together, they sort of explode in every direction, and if I put them exactly touching or further apart, they simply fall straight down.
Is this possible in Unity3d? or is this beyond the scope if the standard physics engine.
I haven't seen this implemented in any physics engine without intervention through code. Basically you'll have to make the objects immovable until some event triggers them to be movable.
There's no such thing as "compression force" in physics engines. The problem here is that even the slightest compression means two bodies are intersecting (overlapping) and any rigid-body physics engine will try to resolve that by moving the bodies out of the way.
A soft-body engine would be able to cope with that, but they're special use cases and not commonly used. For instance BeamNG.drive uses a soft-body physics engine to model the deformation of cars, and that's not ideal either as you'll sometimes notice that even strong metal connections have a slight wobble to them.
You can only model this behavior in a rigid-body physics engine if you were to attach the bodies through joints to keep them suspended in air, but even so they would either be allowed to intersect (might not look good unless intersection is minimal) or they'll start moving, possibly going wild. Or like I said at the beginning, have the bodies suspended at their position - put them to sleep, make sure once one of them wakes up they all wake up. Something like that.

Unity: Third Person Collision with Animated Platforms

first time posting on stack and everything looks promising so far! I had a bit of a complicated question here so I'll do my best to provide exact details of what I'd like to get accomplished. I'm working with a third person controller in unity, so far everything is going great. I've dabbled with basic up and down platforms, a little glitchy but things work. Anytime my player runs through a mesh I make sure the mesh collider is working and a 'rigid-body' is attached set to Kinematic. Here's the kicker, in my game I have turning gears which the player can jump on. This is great except for the player doesn't turn with my gear, which would make sense according to my game-play. What would be the process for getting my character to interact with this animated mesh? I imagine some sort of script which my nooby mind cannot fathom at this point in my unity career. If anyone out there knows the solution to this, I would love to have any assistance, either way I'll plugging away at a solution. Thanks again!!
This is assuming that you're using the packages that ship with Unity3D, which it sounds like you are. After importing the Character Controllers package, you'll have a bunch of scripts in the Standard Assets\Character Controllers\Sources\Scripts folder, in the project hierarchy view. There's a script in there called CharacterMotor.js, attach that to the same GameObject you're running ThirdPersonController on.
Essentially this script adds more interactivity between the character and the scene. There's several methods inside this script that automatically move the character when in contact with a moving object (as long as it has a collision mesh) basically by inheriting the object's velocity.
If your gear/cog wheel has a proper collision mesh set up, adding this script to your character should be all that you require.