how to fix OnTriggerEnter falling behind of OnCollisionEnter? - unity3d

I am trying to shoot a projectile and damage all of the blocks in a spherical area.
Bullet object has a fitting size box collider and a bigger shpere collider(isTrigger selected).
Here is my Bullet script for detecting objects in sphere collider area and detonating once it hits to a block.
`
List<GameObject> blocksInDistance;
private void OnTriggerEnter(Collider other)
{
if (other.CompareTag("block_big"))
{
if (!blocksInDistance.Contains(other.gameObject))
{
blocksInDistance.Add(other.gameObject);
}
}
}
private void OnTriggerExit(Collider other)
{
if (other.CompareTag("block_big"))
{
if (blocksInDistance.Contains(other.gameObject))
{
blocksInDistance.Remove(other.gameObject);
}
}
}
private void OnCollisionEnter(Collision collision)
{
if (isActive)
{
if (collision.gameObject.CompareTag("block_big"))
{
Debug.Log("bullet collision detection");
explode();
deliverDamage();
rb.useGravity = true;
isActive = false;
}
}
}
void deliverDamage()
{
foreach (GameObject block in blocksInDistance)
{
block.GetComponent<Block>().takeDamage(damage);
}
}
`
Almost half of the time ontrigger enter falls behind and oncollision enter gets called first and makes bullet explode but since OnTriggerEnter was never called before explosion none of the blocks gets damaged. How can i give more priority to the Sphere Collider or fix it in a different way?

Related

Why is this Projectile Script Continuing to Hit Targets After I've Destroyed It?

I am new to Unity2D. I am trying to make castle defense game. When the spawners start to inheritance the enemies overlap (they should), but when the archer arrow collides whit the enemies it kills them all. I searched everywhere for the answer of this but nothing...
My questions is:
Is there a way to only hit one target at time?
Arrow script:
void Start()
{
target = GameObject.FindGameObjectWithTag("Enemy").GetComponent<Transform>();
}
// Update is called once per frame
void Update()
{
transform.position = Vector2.MoveTowards(transform.position, target.position, speedProjectile * Time.deltaTime);
}
private void OnTriggerEnter2D(Collider2D collision)
{
if (collision.gameObject.CompareTag("Enemy"))
{
Destroy(gameObject);
}
}
Enemy script:
void Start()
{
target = GameObject.FindGameObjectWithTag("target3").GetComponent<Transform>();
}
// Update is called once per frame
void Update()
{
transform.position = Vector2.MoveTowards(transform.position, target.position, speed * Time.deltaTime);
}
private void OnTriggerEnter2D(Collider2D col)
{
if (col.gameObject.CompareTag("arrow"))
{
EHealth -= HDamage;
}
if (EHealth <= 0)
{
Destroy(gameObject);
}
Your enemies are all taking damage because destroying a GameObject isn't something that happens immediately (for good reason). Because of this, in a single frame, any number of enemies can be hit by the same arrow.
If you'd like to rely on these collision methods, I'd suggest controlling the damage from the arrow instead of from the enemy, so you can be sure it only hits something once:
private bool dealtDamage = false;
private void OnTriggerEnter2D(Collider2D col) {
// Only deal damage once
if (dealtDamage) {
return;
}
// Does the thing I hit have this "EnemyScript" ?
var enemy = col.gameObject.GetComponentInChildren<EnemyScript>();
if (enemy == null) {
return;
}
// Make this "DealDamage()" method public on your EnemyScript
enemy.DealDamage();
dealtDamage = true;
Destroy(gameObject);
}
Then get rid of the Enemy Script's OnTriggerEnter2D because the arrow is handling it all. I don't know what the name of the script is on your enemies so I just called it EnemyScript. This is also calling a DealDamage() method that you'd have to make (which would probably look a lot like the one you current have listed in your "Enemy Script.")
its hard to say with the information given, based on what you have said it seems that all the entity's are just 1 entity(so when you kill 1 enemy you kill the only enemy which is all of them). you can have them run independently from each other.
Maybe you can use collision enter function to check bullet is hitting enemy's body.
You can use this code below...
private bool isEntered = false;
void OnCollisionEnter(Collision collision)
{
if(isEntered) return;
if(collision.gameObject.tag == "enemy") isEntered = true;
....
....
}
I hope it will work for you.
Finally figured it out. First of all the script is dealing damage so I should hit the target specific number of times, so I can't stop the collision of the arrow without turning it back on. So I made a method, that is being Invoked (InvokeRepeating()) after the arrow collides, that turns a bool back to false. Which method (function) of course should be in Update();
I am not sure if I am saying it right bc I am a beginner but I hope this helps somebody. :D
And here is the code:
Arrow Script:
private void DealDamage()
{
if (hit == true)
return;
eHealth.EHealth -= hDamage.HDamage;
hit = true;
}
void OnTriggerEnter2D(Collider2D collision)
{
if (collision.gameObject.CompareTag("enemy"))
{
DealDamage();
Destroy(gameObject); //Destroying arrow on collision
}
}
private void HitSetter()
{
hit = false;
}
void Update()
{
InvokeRepeating("HitSetter", 0f, 1.1f);
}
Enemy Script:
void Update()
{
if (EHealth <= 0)
{
anim.SetBool("EnemyDie", true);
Destroy(gameObject, 0.833f);
}
Also thanks to #Foggzie

How to set the position of a gameobject into initial position after grabbing ended using hand in SteamVR using Unity?

Pretty new to VR.I took a gameobject from an intial position by grabbing.When I grab a helmet and touch my body collider it hides the helmet.So next I may pick glasses and apply it to my body(Hides the GameObject).Next when I put the Incorrect Helmet the first helmet should go back to its initial position and should be seen in the scene.Similarily there are many GameObjects in the scene
private void OnTriggerEnter(Collider other)
{
if (other.gameObject.tag == "Helmet")
{
HideGameObject();
}
if (other.gameObject.tag == "Glasses")
{
HideGameObject();
}
if (other.gameObject.tag == "EarMuff")
{
HideGameObject();
}
if (other.gameObject.tag == "IncorrectHelmet")
{
HideGameObject();
}
if (other.gameObject.tag == "IncorrectGlasses")
{
HideGameObject();
}
if (other.gameObject.tag == "IncorrectEarMuff")
{
HideGameObject();
sendPickValues.Invoke(2, 0);
}
}
//Another script to set the GameObjects position
public class BackToPosition : MonoBehaviour
{
private Vector3 initialPosition;
private Quaternion initialRotation;
GameObject prevObject;
GameObject currObject;
// Start is called before the first frame update
void Start()
{
initialPosition = transform.position;
initialRotation = transform.rotation;
}
// Update is called once per frame
void Update()
{
}
public void BackToInitialPosition()
{
Debug.Log("Entered");
transform.position = initialPosition;
transform.rotation = initialRotation;
}
}
I am not trying to set the previous grabbed object to initial position.I may select wrong helmet first and pick many other matching gameobjects and later change to correct helmet.At that time first helmet should go to initial position.
This is a script that I use in SteamVR to grab and release a boat's rudder handle but it should be usable for you too:
[RequireComponent(typeof(Interactable))]
public class HandAttacher : MonoBehaviour
{
public UnityEvent OnGrab;
public UnityEvent OnRelease;
public UnityEvent OnHandEnter;
public UnityEvent OnHandLeave;
private Interactable interactable;
void Awake()
{
interactable = GetComponent<Interactable>();
}
/// this magic method is called by hand while hovering
protected virtual void HandHoverUpdate(Hand hand)
{
GrabTypes startingGrabType = hand.GetGrabStarting();
if (interactable.attachedToHand == null && startingGrabType != GrabTypes.None)
{
hand.AttachObject(gameObject, startingGrabType, Hand.AttachmentFlags.DetachFromOtherHand | Hand.AttachmentFlags.ParentToHand);
OnGrab?.Invoke();
}
}
protected virtual void OnHandHoverBegin(Hand hand)
{
OnHandEnter?.Invoke();
}
protected virtual void OnHandHoverEnd(Hand hand)
{
OnHandLeave?.Invoke();
}
protected virtual void HandAttachedUpdate(Hand hand)
{
if (hand.IsGrabEnding(gameObject))
{
hand.DetachObject(gameObject);
OnRelease?.Invoke();
}
}
}
Basically it creates Unity Events that you can add Listeners to in the Editor's Inspector window, or in code.
So in your use case, I would add a listener to OnRelease, and reset the GameObject's position and rotation to whatever it was before.
I tried using BackToPosition or something similar in Update comparing the original position to its current to reset the object's position, and the object keeps resetting on a loop instead of resetting to its original position and stopping.

How to check that object not hidden by another object?

I make game with isometric view. When player comes into the house the roof of it hides and player can interact with NPCs, items, etc. But now it can interact with it even when roof is visible. How to detect that item is hidden by house roof or wall or another object?
void Update() {
Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition);
RaycastHit[] hits = Physics.RaycastAll(ray, Mathf.Infinity);
if (Input.GetMouseButtonDown(0)) {
foreach (RaycastHit hit in hits) {
if (hit.collider.tag != "NPC") {
continue;
}
//Interact ...
}
}
}
You can simply check the distance between the hit wall/roof and NPC, from the ray-cast origin (camera). Like so:
private Camera cameraRef;
private void Awake() {
// P.S: Cache the 'Camera.main', calls to it can be expensive.
cameraRef = Camera.main;
}
void Update() {
if (Input.GetMouseButtonDown(0)) {
Ray ray = cameraRef.ScreenPointToRay(Input.mousePosition);
RaycastHit[] hits = Physics.RaycastAll(ray, Mathf.Infinity);
foreach (RaycastHit hit in hits) {
if (hit.collider.tag != "NPC") {
continue;
} else if (RaycastHitRoofOrWallFirst(hits, hit.collider.gameObject)) {
// This NPC is hidden behind a roof/wall.
continue;
}
// Interaction...
}
}
}
/// <summary>
/// Check if a target object is being hidden behind a roof/wall.
/// </summary>
/// <param name="hits">The hits that the raycast gotten.</param>
/// <param name="targetObject">The gameobject to check against.</param>
/// <returns>Return true if the target object is hidden, false if not.</returns>
private bool RaycastHitRoofOrWallFirst(RaycastHit[] hits, GameObject targetObject) {
foreach (RaycastHit hit in hits) {
if (hit.collider.CompareTag("roof") || hit.collider.CompareTag("wall")) {
float distanceFromCameraToObstacle = Vector3.Distance(cameraRef.transform.position, hit.collider.transform.position);
float distanceFromCameraToNPC = Vector3.Distance(cameraRef.transform.position, targetObject.transform.position);
// Check if the NPC is closer to the camera (raycast origin)
// compared to the roof or wall.
if (distanceFromCameraToObstacle < distanceFromCameraToNPC) {
// The roof/wall is closer to the camera (raycast origin)
// compared to the NPC, hence the NPC is blocked by the roof/wall
return true;
}
}
}
return false;
}
Here is a small visual diagram of what it should check for:
Or just use simple raycast...
If possible depending on the context, instead of using Physics.RaycastAll, you can use Physics.Raycast.
It returns the first object that the ray-cast hits.
Adding to this answer an alternative could maybe also be using OnBecameVisible
OnBecameVisible is called when the object became visible by any Camera.
This message is sent to all scripts attached to the Renderer.
and OnBecameInvisible
OnBecameInvisible is called when the Renderer is no longer visible by any Camera.
This message is sent to all scripts attached to the Renderer.
OnBecameVisible and OnBecameInvisible are useful to avoid computations that are only necessary when the object is visible.
For activating and deactivating the according NPC's colliders so the Raycast anyway will only work on visible objects in the first place.
Like on the NPCs have a script
public class InteractableController : MonoBehaviour
{
// you can also reference them via the Inspector
public Collider[] colliders;
private void Awake()
{
// pass in true to also get inactive components
if(colliders.Length = 0) colliders = GetComponentsInChildren<Collider>(true);
}
private void OnBecameInvisible()
{
foreach(var collider in colliders)
{
collider.enabled = false;
}
}
private void OnBecameVisible()
{
foreach(var collider in colliders)
{
collider.enabled = true;
}
}
}
However
Note that object is considered visible when it needs to be rendered in the Scene. It might not be actually visible by any camera, but still need to be rendered for shadows for example. Also, when running in the editor, the Scene view cameras will also cause this function to be called.

Unity3d - Jump in collision function

I want my character to jump only when he's standing on the ground. Despite I wrote the collision function he doesn't jump when I press the key. What is the problem?
void OnCollisionEnter2D(Collision2D col)
{
if (col.collider.tag == "groundTag")
{
if (Input.GetKeyDown(KeyCode.Space))
{
rb2d.AddForce(new Vector2(rb2d.velocity.x, Jumpforce));
}
}
OnCollisionEnter2D will only run when it collides with the ground(single frame). probably you need to create a bool for this condition. this may not be the best option. make it true when it collides with ground and make it false when it exits the ground. Write your code in the update function then.
bool _canJump;
void Update()
{
if (Input.GetKeyDown(KeyCode.Space))
{
rb2d.AddForce(new Vector2(rb2d.velocity.x, Jumpforce));
}
}
void OnCollisionEnter2D(Collision2D col)
{
if (col.collider.tag == "groundTag")
{
_canJump = true;
}
}
void OnCollisionExit2D(Collision2D col)
{
if (col.collider.tag == "groundTag")
{
_canJump = true;
}
}
You are triggering your action only when you enter the ground trigger (the function you are implementing is OnCollisionEnter2D). Your function only works if you are pressing the space key on the same frame the collider collides with a groundTag object.
You could try with OnCollisionStay2D or use a CharacterController; that should make implementing the character a bit easier.

Unity 2D collision not stopping if other gameobject destroys

I m coding a 2d platform game. In the game, there are allies and enemies walks toward each other. If they collide each other, their own timer script starts countdown and the health reducing by the time as periods. If a characters health equals to zero, i destroy that gameobject. I add some booleans each character to detect they are colliding each other or not. While colliding both gameobjects, if one destroys, other colliding gameobject still continius colliding, although there is no colliding object. This happens just other colliding object is destroyed.
public float setSpeed;
public bool enemyColliding;
float speed;
void Start () {
}
// Update is called once per frame
void Update () {
speed= setSpeed;
GetComponent<Rigidbody2D> ().velocity = new Vector2 (speed,GetComponent<Rigidbody2D>().velocity.y);
if (enemyColliding) {
attackAnimation ();
}
else
{
walkAnimation();
}
}
void OnTriggerEnter2D(Collider2D coll)
{
if (coll.gameObject.tag == "dusman" /*enemy*/ ) {
enemyColliding= true;
}
}
void OnTriggerExit2D(Collider2D coll)
{
if (coll.gameObject.tag=="dusman" /*enemy*/) {
enemyColliding= false;
}
}
void attackAnimation()
{
Animator animator = this.gameObject.GetComponent<Animator> ();
animator.runtimeAnimatorController = Resources.Load ("AllyWr2AttackAnim") as RuntimeAnimatorController;
}
void walkAnimation ()
{
Animator animator = this.gameObject.GetComponent<Animator> ();
animator.runtimeAnimatorController = Resources.Load ("AllyWr2WalkAnim") as RuntimeAnimatorController;
}
Any help please...
void OnTriggerExit2D(Collider2D coll)
{
enemyColliding= false;
}
try this