As you see in the screenshot. When the ball hits between two colliders, it should do what red arrows shows. Instead it does what blue arrow shows. All the boxes in the game are perfectly next to each other.(Used an algorithm to make it perfect.).
I am using unity's own physics system. I only have this piece of code for the ball :
void Start()
{
rb = transform.GetComponent<Rigidbody2D>();
rb.velocity = new Vector2(10.0f, -5.0f) * 41f * Time.deltaTime;
}
What "Ball" game object has;
Sphere Collider2D
Bounce physic in Collider2D {friction set to: 0, bounciness set to: 1}
Those are enough to achieve exactly the same physics of Ballz game.
When the ball hits an edge of a collider, one of these situation happens. This is okay, exactly what i want. But I do not want the same thing happen when the ball hits between two colliders.
I hope i'm clear enough.
Related
I made the endless movement of the object and its repulsion from the walls, but it does not always work correctly. At rounded corners (sometimes even at a straight wall), it just gets stuck and stops moving altogether, or moves slowly to the point where it stops moving. What can this be related to and how can it be fixed?
private void FixedUpdate() {
rb.velocity = direction * normalSpeed;
lastDirection = direction;
}
private void OnCollisionEnter2D(Collision2D collision) {
//Repulsion from objects.
direction = Vector3.Reflect(lastDirection.normalized, collision.GetContact(0).normal);
}
There is a small distance between the objects, but the circle seems to stick to the wall and moves with it until it collides with another collider:
Example
there are objects under the circle that also have colliders, but the collision between them is not considered, since they have the same layer (in the settings, I disabled the collision for objects on the same layer). What can be done to fix this error and what can it be related to?
The object in the general scale:
Example
I tried to increase the size of the wall collider, tried to change polygon collider to box collider, connect composite collider, changed the mechanics of the object movement (in these cases, the movement could work incorrectly), but the result was always the same - the jams (sticking to the wall) continued.
It is difficult to answer your question without having more information, but I can suggest if you are using physics to move your objects - utilize physic materials and remove code that changes direction manually in OnCollisionEnter. Using physic materials you can easily make your object bounce from colliders of your choice without losing velocity.
According to this article is possible to solve collision problems with fast moving objects in unity.
If you have particle system firing 1 sphere particle (ball throw for example) with collider and gravity modifier. And another moving collider with rigidbody (baseball bat for example), is there any possibility to make these object to NOT going through when they will collide in "high speed"? You cannot set "collision detection" on particle.
For better understainding I am adding two screenshots bellow.
Feel free for asking any question.
Collider(wall) is not moving, particle will bounce
Collider(wall) is moving towards ball with speed of "swing", particle goes through
The problem is because your objects are moving at a speed that they go through the collider. Say your object would move 10 units a frame, and it was 1 unit away from the collider. If the collider was 5 units long, it wouldn’t stop the moving object. This is because the next update will push it too far ahead of the next object.
First, don’t use a particle system for this. Just use a Rigidbody, because it is easier to handle in these situations.
You could solve this by doing a sweep test. A sweep test checks for colliders, where the object is going. You could just stop it from moving at the point it hit.
Rigidbody rb;
void Start()
{
rb = GetComponent<Rigidbody>();
}
void Update()
{
Sweep();
}
void Sweep()
{
RaycastHit hit;
if (Physics.SweepTest(rb.velocity, out hit, rb.velocity.magnitude))
{
rb.velocity = rb.velocity.normalized * hit.distance;
}
}
Make sure this script is on your ‘baseball’, and add force somewhere in this script. Make sure that you are not using particle system, but you are using Rigidbody.
This was untested; let me know if it doesn’t work or you get an error.
So im creating a simple game and one component of the game is a greendot following the outside of the level. I got this working using a raycast in the middle which rotates and gives the position of collision the the gameobject.
game overview
The problem is that the speed is inconsistant at the moment since the distance between two collisions can be further distance if i have a slope. I also have the feeling that there should be a easier way to get the same result. What are your thoughts?
public class FollowPath : MonoBehaviour {
Vector3 collisionPos;
public GameObject greenDot;
void Update ()
{
RaycastHit2D hit = Physics2D.Raycast(transform.position, transform.up);
transform.Rotate(0.0f, 0.0f, 3);
if (hit.collider != null)
{
collisionPos = hit.point;
}
greenDot.transform.position = collisionPos;
}
}
I'm not sure if you will like this answer, as it suggests a complete departure from the way you were trying to do it.
A simple way to do this, would be to give your moving dot GameObject a Rigidbody2D component, AND a CircleCollider component.
Then, make your walls, and add to each an EdgeCollider component.
You'll probably also want to add a PhysicsMaterial2d to each GameObject with a Collider and set the friction and bounciness values for each.
Once this is setup, you can apply an initial force to the rigid body ball to get it moving, and it will bounce off the walls just like a ball does, using the Unity physics engine. No code would be needed in you update functions.
I am creating a 3rd person action game where the player is a helicopter and he can shoot other objects while moving. The problem is I am trying to find the enemy objects who are inside a circle in the center of the camera and I need to track them and shoot them.
Raycast wouldn't help as i need a thicker raycast and so I tried spherecast and capsulecast.
I have a GUI element which gives the player idea on where he can shoot.When using Spherecast or Capsulecast, It is working when the enemy is near but when the enemy is far behind I guess the spherecast becomes small while traveling along z and doesn't hit the object most times.
if (Physics.SphereCast (startPoint, 1f, transform.forward, out hit)) {
if (hit.collider.CompareTag ("Shootable") ){
Debug.Log(hit.collider.name);
Destroy(hit.collider.gameObject);
}
}
I have seen raycast from camera and so i was wondering if there is something to do like circlecast from the camera which would be appropriate for this. If not how can I proceed?
Any help is really appreciated.
If you want to detect whether enemies lie within a conical area in front of your camera, using a SphereCast or RayCast will not be able to meet your needs.
Instead, you might consider checking the angle between an enemy's relative position and your camera's forward vector, to see if it is below a particular value, and hence within the cone.
For a 60-degree field of view, and assuming you store your enemy Transform components in an array/List, your code might look like:
foreach (Transform enemy in enemies){
if (Vector3.Angle(transform.forward, enemy.position - transform.position) < 30){
Destroy(enemy.gameObject);
}
}
Hope this helps! Let me know if you have any questions. (Answer adapted from this Unity question.)
function OnCollisionEnter(theCollision : Collision)
{
if(theCollision.gameObject.name=="Spotlight")
{
Destroy(gameObject);
Debug.Log("Dead");
dead = true;
}
}
This is my code here, I have a spotlight attached to my enemy which acts like a torch, what I want is for the enemies to be destroyed once they walk into the spotlight.
I tested the collider with the player and it works fine but for some reason, when I set it to the spotlight, nothing happens at all.
Can anyone help me out here?
You can ray cast from the origin of the light to your surface. Once you have found the intersection point of this ray with your surface you can control the XZ position of a capsule or sphere collider of size(radius, N, radius) - attach your detection script to that collider and you'll be able to work with it as if it were a physical object in the scene.