Raycasting Layermask vs RaycastAll - unity3d

Hi I have a small question on how the raycasting with layermasks work vs using RaycastAll.
I am trying to project my rays from inside my object and layermask the rays to collide with the same layer as the original object, therefore i need to ignore the "hit" on the original object itself.
My question is: when Raycasting uses a layermask does it register a collision with other undesirable layers too and then simply ignore them, or does it not even register a collision with those layers in the first place? Would it be worse or equal on performance if I used RaycastAll to logically decide to respond to a layer or not vs somehow using strictly layermasks? Or is it not even an appreciable difference?
I know some posts say that "if you cast it from inside the object it wont collide with that object" but evidently it does.
Thanks

You can take a look at official Unity's physics preformance tutorial. To start with, Raycast is rather cheap operation but it's performance really depends on how you actually do Raycasting. For example, for one of your questions - RaycastAll is more expensive than doing Raycast on a separate layer, it's also mentioned in the link above. It's based on how actually physics work. Unity doesn't implement physics itself, instead it uses existing solutions (like PhysiX for 3d, and earlier it was Box2d for 2d physics).
Also the length of your ray actually influences Raycast's performance. The shorter ray you cast the better performance you get. The worst case is Raycasting to infinity. Another case is that Collider.Raycast is cheaper than Physics.Raycast.
It's no secret, that there is nothing more that some bunch of math equations behind physics in game development so you may thing in such things - the simplier equation you have, the better performance and time to complete you get. So Raycast can be treated as system of equations where you have the equation of the line (actual Raycast) and some number of equations, which describe some 2d/3d object in plane/space and the task is two calculate the points of intersection between your line (Ray) and other objects.
If you don't have complex physics in your game you may not see the difference between RaycastAll and Raycast with layermask, or shorter ray's length, but performance really differs.

Related

Why is it easier to render a mesh with potentially tens of thousands of vertices, UV mapping, materials, etc than it is to make an irregular collider?

This question isn't about how I should make my colliders in engine, but rather why people will raise performance concerns when talking about mesh colliders when it seems to be a normal thing to render a high-poly mesh. Why are colliders relegated to being simple 3d objects like cuboids, spheres, or capsules while the meshes they represent can be rendered in extremely high detail? Is it that graphics processors are just more powerful and the graphics pipeline is more optimized?
Some types of collision checks, such as simple ray traces for checking sight lines or bullet trajectories, actually can use high resolution meshes as long as those meshes have a spatial acceleration structure.
To some degree it is indeed relevant that GPUs are very powerful and there is no (common) hardware that focuses specifically on collision checks. However, collision also has a unique problem that as more detail is added, the amount of work scales with the amount of detail squared. If you have an object with 100 triangles colliding with another object that has 100 triangles, you potentially have to do 100 * 100 = 10000 collision checks. You can alleviate this with spatial partitioning if the objects are rigid, but that adds complexity. Physics objects that come to rest on top of ground collision (or another physics object) tend to end up with one of their surfaces flat against the ground (or other object), so in this common case you have to check all of the overlapping collision detail along that surface. Often the world geometry is relatively high res, so the objects that collide with the world have to sacrifice detail to keep that multiplier low.
For some types of collision, like player collision, there's another multiplier: as the collision geometry becomes more complex, the code that moves the player has to be smarter about dealing with tiny bumps and slopes so that collision doesn't feel "sticky". This can require more collision checks (or traces), so in a way there's almost a cubed relationship between collision detail and work. (Although again this is a simplification.)
Another reason is simply that it's not worth it. If you can get good gameplay with simple collision shapes, why not save the processing power for other things? In fact, sometimes simple shapes like spheres, capsules and cylinders are preferable because they can glide around more smoothly.

How do I make a SKSpriteNode avoid another SKSpriteNode?

I am working on an AI mode for a SpriteKit game I am making in Xcode. I have dynamic physics bodies which can be launched towards the AI. I want to make it so that when one of these bodies is within a certain radius of the AI, the AI tries to dodge it. I have started working through different routes and got decent results.
1st method (pseudocode): Check AI.position.x and AI.position.y and compare to incomingSprite.position.x and incomingSprite.position.y. Break this comparison into quadrants if both x and y are within radius. (i.e. incomingSprite is bottom left relative to AI, bottom right, etc). Based on this info move the AI's position to move away from it.
cons:
-lots of code and calculations in update function to account for multiple incoming sprites
-depending on dx and dy of incoming sprite, the AI often make illogical decision
2nd method (pseudocode): Calculate distance from AI to incomingSprite. Then check dx and dy of incomingSprite and set dx and dy to go in reverse direction of incomingSprite. This seems logical. I am a little rusty on reversing vectors to do this. I feel like this might be possibly a good idea though.
Is there a better method to accomplish this? Perhaps a force field on the magnet I could use to repel the AI at a certain strength so that if the incomingSprite is fast enough it will override and still collide anyway? Im concerned about memory as most of the AI logic is in the update function, which can cause big problems if I'm not careful.
Edit: I decided to use the electric field and gave the incoming sprites a positive charge so that they are repelled by the AI. This makes things accurate/lightweight and more interesting. If the incoming sprites are fast enough, they will break through the electric field and still collide with AI. This also gives room as an additional difficulty parameter in my game (the stronger the field, the harder it is to get the incoming sprites to collide with the AI).

Getting fine detail in colliders?

I'm working on a 2D physics game that involves collisions between objects which at the moment use complex polygon colliders.
When the objects collide, I get the normal of the contact point using otherObject.contacts[0].normal, and knock the objects apart in equal-but-opposite directions using Rigidbody2D.AddForceAtPosition, with the force being the normal multiplied by a constant.
Most of the time this works flawlessly, but I've found that when the collision occurs with a concave section (aka: an inward "dip") in the polygon collider, the normal will be flipped, and the objects will instead get pushed towards each other.
Alternatively, are there any other ways I could go about solving this?
The blue circled area is an example of a problematic concave section
Alternatively, are there any other ways I could go about solving this?
Yes, the standard thing in vid games is that most stuff has many small simple colliders, rather than one large complex collider.
This is a basic of game engineering.
(It can be very surprising to hobbyists and folks new to the field.)
So, imagine a car in any ordinary 3D game. You'd have a collider for the rear bumper, one for the front, maybe one for "left doors" and so on. Very typically, each has to react in a different way, and you need to know which area was touched.
In your case if the 2D poly has say 12 edges, just make 12 "small" as it were colliders for each of the edges.
We know nothing about your setup since no screenshot, but that could possibly work.
Note however that Unity's 2D poly collider in fact already does know to slice the object in to smaller triangle-like shapes if it is concave - I'm surprused it dinnae work for you.
Further: now that we can see your image.
In any video game on Earth, the way you'd do that helmet is with a square collider as in orange:
If (for some reason .. why? for what purpose? how? where? what possible reason could there be?) you were making the most precise video game, ever created by humans, on an entirely new plane of engineering, for some imaginary new hardware with quantum warpspace cores, ... in that case ... you'd maybe add the two extra colliders to cover the horns. But nobody would ever notice the difference.
I appreciate you may be doing something exceptionally unusual, like a "close up game" ("you're an atom in medieval Scandinavia, bouncing off helmets" or whatever), in which case there'd be some other solution.
The very short answer is you've stumbled on one of the most surprising things about game technology ... we use crappy, simple, colliders, you've been tricked all your life in every title you play!

interaction with objects in xna

I'm new to using xna and I want to make my player collide with with multipe walls from the same class. So I looked around and I understood that the best way for doing that is to create a list of variables containing the walls id's and make a loop that circles them all and then returns the variable of the objects that collide.
My question is if there is a faster more efficient way for doing that? I mean if I have like 10000 objects that loop can cause a lot of memory use.
Thx in advance
Option 1) If these 10000 object are walls of a level, then you should probably use some sort of grid (like this very old example: https://en.wikipedia.org/wiki/The_Legend_of_Zelda#mediaviewer/File:Legend_of_Zelda_NES.PNG)
With a grid you only have to check collision with adjacent objects, or only with objects that are nearby.
Option 2) If these 10000 objects are enemies or bullets that move more freely, then you could also calculate the distance first and only check for collision if the objects are nearby.
But may I ask why you are using XNA? I used to work with XNA 4.x but in my understanding it is pretty much dead (http://www.computerandvideogames.com/389018/microsoft-email-confirms-plan-to-cease-xna-support). If you're new to XNA, I would advice to use other software to make games (like Unity3D). In Unity3D the hard part of collision detection is done for you (is has standard functions for collision detection) and Unity3D also works with C# (like XNA)
You always want to do the least amount of processing to get the job done. For a tiled 2D game you usually have a 2 dimensional grid. When the player want to walk on a certain tile you can check that tile if it is allowed to walk there. In this case you just have to check a single tile. If you have a lot of NPC's you could divide your map into sections and keep track of in what sections the NPC's are. Now you just have to do collision detection on the enemies within your section.
When you need expensive collision, pixel perfect or polygon collision you should first check if an object is even close with a simple radius float or BoundingSphere only then you go on with more expensive collision detection.
Same goes for pretty much anything, if you have a 100x100 tilemap but only need to draw 20x10 for the screen then you should just render that portion by calculations. In unreal, mappers create invisible boxes, when inside these boxes it only draws a certain part of the map and only checks collision within these boxes. GameDev is all about tricks to make things work smoothly.

Unity3d - check for collision on non moving objects

I have a sphere build from multiple objects. What I want to do is when I touch/click an object, that object should find all adjunctive objects. But because none off them are moving, no collision detection can be used.
I can't find a way to detect these adjunctive objects even when the colliders do collide with each other, as I can see that in the scene. I tried all the possibilities, but none off them are working, because no objects are moving.
Is there a way to check for manual collision detection, or is there some sort of way to let Unity3d do the collision detection automatically?
You could keep a list of all those objects, then when your event happens you can send messages to all them to do what you want them to do.
Lets assume you want your sphere to break into little pieces. You send a Force message to the sphere. Then you use Newton's Laws of motion and find out how much velocity each piece gets. Remember velocity is a vector thus it has direction.
This is how I would do it and still keep the right amount of control over what happens in my game/simulation. Remember F = ma.
you could use RaycastHit (http://docs.unity3d.com/Documentation/ScriptReference/RaycastHit.html) for your collision, this also works on non-moving objects but it needs more performance
You can add rigidbody to every objects; when you touch one of them, give a force onto it, then it is going to move and trigger event of the adjacent objects.
for the reason you do not want to move the object you touch, you can cancel movement in the OnCollider or OnTrigger event handler function.
I managed to work around this by checking the distance from the selected object and all other objects that are part of the sphere. If the distance is below a certain value, then it is an adjunctive object.
Although this is certaintly not fool proof, it works without problems so far.
I am sorry I was not clear enough. Thanks for all the advice what so ever.