Unity5.6 Collision2D contact points array index out of range error - unity3d

When I updated my Unity version 5.5 to 5.6, an error occured about the Collision2D.contacts array. When I try to access the contacts array, I can not get contact point info now.
void OnCollisionExit2D(Collision2D col)
{
if (col.gameObject.CompareTag("Ground"))
{
if ((_transform.position.y - col.contacts[0].point.y) > colliderHeight / 2 + .15f)
{
Debug.Log ("Contact count = " + col.contacts.Length);
_onGround = false;
ParticleController.PlayDustEffect ();
}
}
}
Error Log :
IndexOutOfRangeException: Array index is out of range.
Player.OnCollisionExit2D (UnityEngine.Collision2D col) (at Assets/Scripts/CharacterController/Player.cs:759)
How can I fix the error?
Thanks for your time.

It seems the exit point of collision is not computed anymore in Unity 5.6. Some changes about collisions detection have been changed in this version:
Physics: The internal 2D contact processing has been completely re-written, providing a more robust and reliable reporting of contacts.
I guess the logic for it is the following: why would there be a contact point if the two colliders are not touching each other anymore? As there is no contact point anymore, col.contacts is empty there. So when you are trying to access col.contacts[0], the element doesn't exist, triggering the IndexOutOfRangeException.
From the Collision.contacts documentation (not the Collision2D.contacts one, but I suppose the behavior is the same):
Every contact contains a contact point, normal and the two colliders that collided (see ContactPoint). From inside OnCollisionStay or OnCollisionEnter you can always be sure that contacts has at least one element.
So OnCollisionExit does not, in any case, guarantee the presence of at least one point in col.contacts.

For those searching for ArrayIndexOutOfRange errors while trying to access the ContactPoint2D on a Collision2D, it seems that the API is now:
collision.getContacts(myContacts)
where you initialize and pass in an empty array myContacts. See more about this in the documentation about Collision2D.contacts which says:
The specific points of contact with the incoming Collider2D. You
should avoid using this as it produces memory garbage. Use
GetContacts instead.

Related

Checking raycast hit on tagged collider

I'm trying to make a shooting game and I wanted to check if an enemy is hit using a raycast. Here is the code:
void CheckForShooting()
{
Vector3 mousePos = Input.mousePosition;
RaycastHit2D bulletCheck = Physics2D.Raycast(gunPoint.position,Camera.main.ScreenToWorldPoint(mousePos), gunRange);
Debug.DrawLine(gunPoint.position,Camera.main.ScreenToWorldPoint(mousePos),Color.white);
if(Input.GetButtonDown("Fire1"))
{
if (bulletCheck.collider.tag =="Enemy")
{
print("Hit");
}
}
}
However, even if the raycast is right on top the red enemy the console doesn't print "Hit" and I get the error "NullReferenceException: Object reference not set to an instance of an object", the line that is getting this error is this one bulletCheck.collider.tag =="Enemy".
Here is a ss:
Screenshot]
You need to make a raycast everytime you click the Fire1
Look at this official unity site: https://learn.unity.com/tutorial/let-s-try-shooting-with-raycasts# its explained how to shoot with raycasts.
I wish i could help you directly but i haven't entered Unity in over a year. I hope this helps but for such simple questions its faster to make a google search in my opinion
You just need to check if collider you were supposed to hit is null or not (if it was actually hit). You shoot the ray and expect it to always hit the target in your current code. Just check:
if(bulletCheck.collider != null)
and the code will only run if there was a hit. Only then you can check what was hit.
Also follow the advice and learn about NullReferenceException, it is the most common and basic exception, also one of the easiest to solve.

ARAnchorManager.HostCloudAnchor(anchor) returns null — ARCore Extensions for AR Foundation

Calling ARCloudAnchor cloudAnchor = manager.HostCloudAnchor(anchor) gives null for cloudAnchor (where manager is of type ARAnchorManager and anchor is of type ARAnchor). I have the API key set up for ARCore Extensions with the GCP server. Help is much appreciated.
Maybe your feature map quality is not good. Try to call manager.EstimateFeatureMapQualityForHosting(GetPoseCamera()) to check the quality
INSUFFICIENT: it is not good enough to resolve cloud anchor later (host anchor can be failed with this quality and you may receive NULL for cloud anchor) -> try to move device around object.
SUFFICIENT: it is okay
GOOD: it is good
Note: You have to define GetPoseCamera() function. (it is easy, just includes position and rotation of camera)
Took me a while, but I fixed this.
Even though the ARCore Extensions sample gave cloudAnchor.cloudAnchorState == CloudAnchorState.Success immediately when calling manager.HostCloudAnchor, I got cloudAnchor.cloudAnchorState == CloudAnchorState.TaskInProgress which made cloudAnchor == null give true. I needed to loop until the state was Success (which took about 5 seconds each time). After the wait, the anchors are hosted without a hitch.

Spatial Object Mesh Observer: Mesh Data

For an academy project I have to find parts of a object (location / angle relative to the object ). The object is marked with a QR-code.
Currently I'm stuck on the basics. I scanned a room and load this room with "Spatial Object Mesh Observer".
But this observer gives no relevant information:
The observer does not attempt to find 3D model LODs when sending the meshes to the application.
Someone a hint where I could start?
Scanned Room with a box ( object to find ):
var observer = CoreServices.GetSpatialAwarenessSystemDataProvider<IMixedRealitySpatialAwarenessMeshObserver>();
// Loop through all known Meshes
foreach (SpatialAwarenessMeshObject meshObject in observer.Meshes.Values)
{
Mesh mesh = meshObject.Filter.mesh;
var vertices = mesh.vertices;
// mesh.vertexCount -> 15978
// mesh.vertices -> empty
// mesh.triangles -> empty
// Do something with the Mesh object
}
Edit: 29.04.2021
Unity: Unity 2019.4.21f1
MRTK: 2.6.1
Everything seems to be loaded correctly and the triangles are recognized in an external tool.
However, this information is not available in Unity.
From our understanding, you can't obtain the vertices and triangles property of Spatial Mesh at the runtime. So, we try to make some modifications based on the SpatialAwarenessMeshDemo scene (Assets/MRTK/Examples/Demos/SpatialAwareness/Scenes) to reproduce this issue. We added the following code to the ToggleObservers() method and made it to be invoked when the sphere is clicked.
var observer = CoreServices.GetSpatialAwarenessSystemDataProvider<IMixedRealitySpatialAwarenessMeshObserver>();
foreach (SpatialAwarenessMeshObject meshObject in observer.Meshes.Values)
{
Mesh mesh = meshObject.Filter.mesh;
Debug.Log(mesh.vertexCount);
Debug.Log(mesh.vertices);
Debug.Log(mesh.triangles);
}
After our test, everything works well both in the HoloLens2 Device and Unity Holographic Remoting, it always outputs the expected value. So we recommend that you check for updates in Settings to see If there is a system update available for HoloLens 2. Then follow our steps to make a simple test to see if that works. This may help you locate the problem in your project.
I moved the code to "void OnBecameVisible()", now the information are available

Why 'Is Kinematics' works different on HoloLens?

Overview
I wanted to have a cube, that I can drag around the scene with the components Collider, Rigidbody and ObjectManipulator. In play mode everything works fine, but running it on the hololens, the cube starts flying around after dragging it a few time.
Steps to reproduce (All components are set via editor, not via code)
Create new project and set it up for AR/HoloLens
Import MRTK 2.4
Create cube with a Box Collider. Set Is Trigger = true
Add Rigidbody to cube. Set Use Gravity = false and Is Kinematic = true
Add Object Manipulator to cube. I have a method getting called after On Manipulation Ended, but don't know if thats important.
Expected behavior
The rigidbody is set to Is Kinematic = true and Use Gravity = false, so that the cube stays still/stops moving after releasing dragging it. This works while trying it inside the unity play mode. But running it on the hololens, the cube behaves like Is Kinematic = false and starts flying around after interacting with it. Sometimes after the second drag and sometimes after the third time drag.
Error
Before updating this post, I didnt noticed the development console in left corner of my hololens. At the beginng of the scene I get the message [Physics.PhysX] BV4 midphase only supported on intel platforms but at that moment everything is fine. As the cube begins to fly around I get the a NullReferenceExeption: Object reference not set to an instance of an object.
I fixed my issue. I know the approximate cause, but I do not fully understand it. The method, getting called after OnManipulationEnded caused that.
I have a list, getting filled and drained by OnTriggerEnter/-Exit (exit looks the same, except add→remove):
private void OnTriggerEnter(Collider other){
if (other.gameObject.layer != 31) return;
_objectsCollidingWith.Add(other.gameObject);}
OnManipulationEnded triggered this method:
private int GetMeshes(List<KeyValuePair<Transform, Mesh>> transMeshes){
foreach (GameObject go in _objectsCollidingWith)
{
transMeshes.Add(new KeyValuePair<Transform, Mesh>(go.transform , go.GetComponent<MeshFilter>().mesh));
}
return transMeshes.Count;}
So I got alot of nullreferences from GetMeshes, because some gameobject in the list _objectsCollidingWith were null. Thats because the mesh is getting updated every once in a while. That caused a lot of nullreferences until the cube just flew away.
I used the whole time the logging provider via the device portal and couldnt see what is causing this errors. But after running the project via holographic emulation I could see in the console where they were coming from.
How did I fixed my problem?
I found this post because I realized that my OnTriggerExit didn't get called and cased having null objects and some spatial meshes with the same name triggered OnTriggerEnter very often. Also I added this line in the foreach loop in GetMeshes because once in a while there is still a null object:
if (go == null)
continue;
PS: Please forgive the strange code formatting, somehow the editor here on so does not allow me to place the brackets somewhere else

MRTK V2 - Enable/Disable Spatial Mapping at Runtime

I know that this question has already been asked here twice, but the answers did not fix my problem. I need to enable spatial mapping on runtime. After scanning my environment I want to disable it, or hide at least the visualization of polygons, so I can save some fps. But by disabling spatial mapping I still want to have the colliders of my environment.
What I tried:
1. This example from this post did nothing.
if (disable){
// disable
MixedRealityToolkit.SpatialAwarenessSystem.Disable();
}
else
{
// enable
MixedRealityToolkit.SpatialAwarenessSystem.Enable()
}
2. Trying to disable the visualization gives me every time a nullreference. I guess GetObservers is giving null back or maybe meshOserver is null:
foreach(var observer in MixedRealityToolkit.SpatialAwarenessSystem.GetObservers())
{
var meshObserver = observer as IMixedRealitySpatialAwarenessMeshObserver;
if (meshObserver != null)
{
meshObserver.DisplayOption = SpatialAwarenessMeshDisplayOptions.None;
}
}
3. The example given by mrtk in there SpatialAwarenessMeshDemo scene, shows how to start and stop the observer. By starting everything starts fine but after suspending and clearing the observers the whole spatial map disappears, so my cursor does not align to my environment. So this is not what I need.
SpatialAwarenessSystem.ResumeObservers(); //start
SpatialAwarenessSystem.SuspendObservers();//stop
SpatialAwarenessSystem.ClearObservations();
What I have right now:
My Spatial Awareness Profile looks like this:
My code starts the spatial mapping with ResumeObservers, the foreach-loop gives me a nullreference and SuspendObserver is comment out, because it disables the whole spatial map thing:
if (_isObserverRunning)
{
foreach (var observer in SpatialAwarenessSystem.GetObservers())
{
var meshObserver = observer as IMixedRealitySpatialAwarenessMeshObserver;
if (meshObserver != null)
{
meshObserver.DisplayOption = SpatialAwarenessMeshDisplayOptions.None;
}
}
//SpatialAwarenessSystem.SuspendObservers();
//SpatialAwarenessSystem.ClearObservations();
_isObserverRunning = false;
}
else
{
SpatialAwarenessSystem.ResumeObservers();
_isObserverRunning = true;
}
Question: How do I start and stop spatial mapping the right way, so that I can save some performance and still have the colliders of the spatial map to interact with.
My specs:
MRTK v2.0.0
Unity 2019.2.0f1
Visual Studio 2017
!--Edit--inlcuding-Solution--!
1. With option #1 I was wrong. It does what its meant for, but I used it the wrong way. If you disable for example SpatialAwarenessSystem while running the spatial mapping process, it disables the whole process including the created spatial map. So after that you cant interact with the invironment.
2. What worked for me was using for the start ResumeObservers() in combination with setting display option to visible and for stopping spatial mapping the method SuspendObservers() in combination with display option none.
3. The Nullreference if fixed by rewritting and casting to IMixedRealityDataProviderAccess:
if (CoreServices.SpatialAwarenessSystem is IMixedRealityDataProviderAccess provider)
{
foreach (var observer in provider.GetDataProviders())
{
if (observer is IMixedRealitySpatialAwarenessMeshObserver meshObs)
{
meshObs.DisplayOption = option;
}
}
}
4. Performance: To get your fps back after starting an observer, you really need to disable the system via MixedRealityToolkit.SpatialAwarenessSystem.Disable();, but this will of course disable also the spatial map, so you cant interactive with it anymore.
#Perazim,
The recommendation is based on your option #3. Call ResumeObservers() to start and SuspendObservers() to stop. There is no need to call ClearObservations() unless you wish to have them removed from your scene.
The example calls ClearObservations() to illustrate what was, at the time, a new feature added to the Spatial Awareness system.
Please file an issue on GitHub (https://github.com/microsoft/MixedRealityToolkit-Unity/issues) for #1 (failure of Enable() and Disable() to impact the system). Those methods should behave as advertised.
Thank you!
David