Hi I'am new to Unity and I was trying to implement a game using tetris blocks.
The game's goal is to build the highest tower before it collapses. However there is a problem in my implementation which is seen in the picture below.
I achieve the building a tower task by activating the rigidbody gravityscale when it collides with something. With that way it can collapse after touching somewhere not before. But I want to have the flexibility of some collisions. In the situation seen in the picture below, that 'T' block will collide with the point in the red circle before landing safely and gravityscale of the rigidbody will be set. So it will drop but I don't want it to happen becasue the collision area is too small. I want to make it land safely with some flexibility.
I tried to make colliders' size 0.9 but that just disrupts the scale of the world.
Can I do something like this :
If collision happens, check collision area and if the area is lower than lets say 0.1, do not trigger rigidbody gravityscale.
what about using capsulle collider 2D with small radius?
Related
click here for gif show of what I want
I want to remove mesh of object when user click on object and also remove its collider to make another object fall from that removed mesh area...
I am using unity since last month so I don't have much experience and knowledge, please help me...
Creating the destructable ground particles
One way to achieve whats shown in the gif is by creating a prefab of e.g. a circle collider that is instantiated in the area of where the dirt is in your gif. It acts as a "ground particle" and keeps the objects above itself.
You instantiate a lot of them in the area so it acts as a big collider although it is actually a whole array of smaller colliders.
Implementing the interaction logic and deactivating the ground particles
Ater that you implement the functionality of dragging the mouse over the ground particles, removing them. That is also not difficult. Shoot raycasts into the screen at the postition of the mouse (remember to use Camera.ScreenToWorldPoint) and get the collision information (confer to https://docs.unity3d.com/ScriptReference/Collider2D.Raycast.html). With the collision information you can get the reference to the instance of your ground particle(raycasthit.other.gameobject) which is then disabled through script(gameobject.setActive(false)).
I am trying to make a Retro Tenis Game in Unity2D but I have some issues with the colliding system.
My controller does not collide with the walls. It goes through them.
It should stop in the wall like pic1 but it goes through it like pic2.
Can anyone help me, please?
pic1
pic2
UPDATE#1: I added a RigidBody component but it does not fix it. (pic3)
pic3
You shouldn't use the colliding system for this purpose. It would be much better that the script in charge of moving your paddle was able to control its maximum and minimum height too (note that the screen size can change, and the paddles should move at different heights depending on the screen size).
Although if you want to do it with the collision system and "walls" that limit the space of the paddles, both the "walls" and the paddles need to have a correctly positioned BoxCollider2D and the paddles an extra kinematic Rigidbody2D too (as they can move).
Also make sure to move the paddles using physics and not modifying its position with transform.position (see Rigidbody2D.MovePosition)
Edit: Unity2D physics system is rather a complicated topic and difficult to get it well on your own. I'd suggest to learn the basics in the Unity Learning Platform. You could start with this project.
You need add RigidBody2D to your "circle"
For my game, the player character requires to climb up and down ladders those are placed in the gameplay area.
At present, I can able to climb up for my player character to climb down at present I don't have anyway. Because platform box collider applied with platform effector, so for the climb up, effector does not create any problem but now after reaching the top, it becomes solid platform so now I can't able to move downside.
For climbing up, I have followed this tutorial: How To Make 2D Ladders In Unity - Easy Tutorial
I am looking to implement some physics so I can reach downside to the ladder after reaching top.
You need 2 boolean variables isClimbingUp and isClimbingDown which depend on pressed key and a second ray, which will check -Vector2.up direction. Then just add one more 'else if' statement for down direction.
Yes, I have managed to solve this, and the game is published in the stores.
You can check using the below link:
Humpty Trumpty's Border Wall
This is my overall physics setup for the stair:
I have applied a trigger collider to my stair object and disable player gravity scale when the player within the stair.
Then after within the trigger enter and exist, I have done this:
Physics2D.IgnoreCollision(m_CapsuleCollider, myStair.platformCollider, false);
Disable collision between player and platform colliders when the player is within the stair.
I don't think, Platform Effect 2D becomes useful to me in this process but I didn't remove this to remain in the safer side.
So you have to keep a reference of the platform object which is attached to Stair.
I hope you will get a general idea to solve this problem.
Im not even sure what is happening here but I'm just trying to make objects fall normally onto the floor - they need gravity/be able to be pushed around, but just fall onto a static floor object.
I have a cube and my floor mesh. Floor mesh has this:
Cube has this:
Initially I'll have my cube just positioned right over the floor. Then I press play and pause, within one second it's 100 m away, spinning/falling. What could be happening here?
You may face problems with small size colliders due to how the physics engine works. Increase size of colliders and see if it helps. If you really need colliders this small, try changing the Default Contact Offset in Physics Manager.
I've started learning sprite kit and I think I've got the basics but now I'm struggling with something.
I want to create a game that has a 'Streets of rage' type feel to it whereby the user can move up and down, but isn't jumping, they're still on a 2D plane. But I also want them to be effected by gravity e.g stairs etc. like the following picture.
Am I right in assuming that I should have my background image with colliders around the blue and brown edges, and then create a physicsbody collider located at the feet of my player/players so that it looks like they can move against the background, but when their feet reach the top it would stop?
Could I then place other obstacles like rocks etc on that path that they would be able to collide into, but that could also sit over the path and the sky? How would I handle the fact that these could be constantly colliding depending on the position?
I appreciate there isn't any code here, but I'm trying to understand the concept around this before I jump in coding a solution.
Thanks
I would use a categoryBitMask to separate the different planes of objects.
And I would play with collisionBitMask/contactTestBitMask depending from the plane the player is in, in addition to the z-order.
Thus you can have a rock that collides your player if they are both in the same line else the player would walk behind/front.