I have found other people asking for this on the internet but I haven´t found a solution. I have a 2d game using tilemaps and composite collider. But when I add a composite collider I can´t use ontriggerenter or raycasts to detect the ground. So I have completely removed the ability to jump because there is no way of knowing if the player is on the ground or not, resulting in the ability to jump again before landing. Has anyone found a way around this?
There shouldn't be any issues with your approach. Without code examples all I can give you is some general pointers:
OnTriggerEnter
Use OnTriggerEnter2D(Collider2D col) to detect Trigger enters in a 2D environment.
OnTriggerExit2D for leaving, OnTriggerStay2D for every frame you're still colliding with other colliders.
Don't forget that one of the objects need to have a Rigidbody2D (if you don't want to use physics, select "Kinematic" in the dropdown and check the "Use Full Kinematic Contacts". For improved collision detection, change the Collision dropdown to "Continuous".
Raycast
When using Raycasts you need to, either start the raycast from a position that doesn't include your own hitboxes, or make sure the raycast ignore its own layer.
// Raycast down ignoring Player layer
int layerMask =~ LayerMask.GetMask("Player");
RaycastHit2D hit = Physics2D.Raycast(transform.position,
Vector2.down,
layerMask: layerMask);
Related
I have a bullet game object and an enemy game object.
I want to have the ability of getting the collision point/contact, which's why I think I need the collider of the bullet to not be a trigger collider - this way, I want to have the bullet bounce off the enemy. At times, the bullet will need to bounce off of rectangular objects (not a problem), but I also want the bullet to bounce off of elliptic objects (the problem).
I want the bullet not to "physically" push the enemy, which is why, intuitively, I should set the bullet's collider to be a trigger collider.
When the bullet's collider is a trigger collider, I seemingly don't have a way to implement the bouncing.
But when the collider's not a trigger collider, it pushes the enemy object.
There's no code errors, but I think the code hasn't got anything to do with the problem.
I suspect the problem may have something to do with the Physics Collision Matrix.
EDIT
It seems that raycasting would be the solution to the problem, as Leoverload proposed. My problem became a different problem now, so I'll close off this thread, and open a new one.
Thanks for the help, #Leoverload ! :D
For the position of the hit it's very easy. You must have 2 colliders and 2 Rigidbody and then you can simply add a
Void OnTriggerEnter2D(Collision Coll) and inside it check for the tag : if(coll.compareTag("surface")) and inside you can get the position with collision.transform.position.
The collision matrix on the Physics menu only allows to remove Collision between certain layers, it's useful if you want the enemies not to push eachother!
If you don't want the player pushed you can change the collider to trigger, and destroy the bullet just after the collision with the same method as before with a void OnTriggerEnter2D and the compareTag. In this way it will look like it touches the enemy and explode, but it won't actually touch anything. If you want to add knockback to the player then you could do a simple AddForce based on the direction of the bullet and the work is done!
If you want to avoid the bullet to move walls you can set walls to static and it should work fine
Very simple, I created an object that simply serves as a box collider that sits over the background. When the player character runs into it, I want the character to stop, but they just walk right through it. I have both of their colliders set to 2D box colliders, neither of them have the trigger option checked, and both are rigid bodies.
My guess is that you are using Transform.position to move the player.
All rigid body objects should be moved using the rigid body specific rigidbody.velocity function. Transform.position is practically teleportation while, rigidbody.velocity actually moves the rigidbody component. Allowing for the 2d colliders to take action.
Hope this helps!
I have a beginner-like question. I currently have a gameobject in my scene that scales up and down via animation. It has a Circle Collider 2D on it.
I've seen some tutorials before regarding the performance optimizations of rigidbodies and colliders. I learned that if the gameobject should move in the game, it should have a rigidbody component. Otherwise, a collider component itself is fine for triggers.
Since my game object is kind of moving (because of the endless scale up/down animation), would it be best to put a rigidbody component on it?
I do like to mention that I'm not using any physics movement such as AddForce or anything like that. Hope someone can clear this up.
A gameobject should have a rigidbody component for mainly two reasons, first one is if you are using physics, second one is if you want other colliders to detect a hit/entrance/exit by that gameobject.
From what you described it does not seem like you would need a rigibody on your gameobject, especialy because the movement is only by scale and not by position.
and also, just to clarify, putting a rigidbody component on a gameobject is not a must even if the gameobject is moving. there are different ways to move objects, and rigidbody usually helps in case that the movement should be very realistic and interact with other gameobjects it is colliding with.
So I'm new to Unity and I'm sure I'm missing an easy step, but after looking online for a while for some reason I can't find the solution.
I have two objects on the screen, player and enemy. Both have Rigidbody2D, and Box Collider 2D attached. On Box Collider 2D I have clicked is triggered On Rigidbody2D for both I have clicked Is Kinematic. On player I have a simple movement script. On the enemy object I have this:
void Update () {
RaycastHit2D hit = Physics2D.Raycast(transform.localPosition,transform.right,Mathf.Infinity);
Debug.DrawRay(transform.localPosition,transform.right);
if (hit)
Debug.Log(hit.collider);
}
Now for some reason when I move player over the object if (hit)
is true, but if I move the player anywhere on the right side it is not true. What would be the reason for this? Thanks.
First of all you don't need Rigidbody for raycast detection, only colliders. Second, Physics2D.Raycast uses world position, not local, so replace "transform.localPosition" with "transform.position", this messes it up a lot if the transform is child of something. Take in mind that you are sending raycast from the right side of your transform, so maybe it's not hitting anything and values you are getting are actually correct.
I have enemies following a path in my game. Along the path I have turrets shooting at them. To get collision detection between the bullet of the turret and enemy i've added RigidBody2D, and Circle Collider 2D to the enemy, and Circle Collider 2D to the bullet.
When the bullet hits the enemy it shall not push the object, just destroy the bullet and take some of the health.
I feel Rigidbody2D is messing it up, it gives mass, drag and gravity to my enemy... but I dont need it. But it seems I do if I want to have collision detection bewteen two objects?
You need Rigidbody to detect collisions, however you are just triggering some actions (taking damage). That is why you can check isTrigger on your colliders, and then implement 'OnTriggerEnter2D' callback instead of 'OnCollisionEnter2D', which won't activate any physics.
See http://docs.unity3d.com/Documentation/ScriptReference/Collider2D.OnTriggerEnter2D.html for reference.