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I don't want reaction forces to bounce my pig to the side when it collides with a platform. Material bounciness = 0 for both platform and the pig
Anyone has an idea?
I wanted to ask before I dump physics2D and write my control mechanisms.
https://gfycat.com/GraciousHighKinkajou
You have to create a Physics2D Material and modify it to not have bounciness.
And then, apply that material to the collider of the object, in this case, the pig.
Turns out it was bug in my character controller script, had nothing to do with Unity. Thanks for understanding and answers :)
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I wanted to setup a minimap for my multiplayer game. I am using photon for multiplayer.
Thanks in advance
This question is probably too vague, but the rough strokes of how I would do it would be as follows
Render you scene (or only your environment) from a top down orthographic camera
Write a shader that transforms your player's positions to this camera's screenspace and draws a marker at their position (this can be quite difficult)
Render this out to a texture and display it on a mesh at the top of your screen / UI
This is not something that is super easy to do, you might be better just looking for one on the asset store.
If you have any difficulties then maybe ask another question specifically focusing on the area you're struggling with
best of luck
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I have just created a repository on Github with my project.
The problem I having is my player falls right through the floor. If I import Standard Assets and use theis first person character, This does not happen. I am assuming it is an issue of using vectors, but I do not know.
Identify Issue
It mostly happen when there is cno collider attached to the body but you try to
apply gravity to gameobject . The gameobject tries to move towards down due to the gravity but the collision helps that object to sustain on its place .
Apply any of below solutions
Remove the gravity applied on the body
Attach the Collider that help the gameobject stopping it from falling it down
Check the x y and z axis as well. Click on the gameObject it will tell you its axis . Adjust your axis according to the logic you have applied
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When I shoot a projectile while running the projectile collides with the player, i.e. the player's collider is hitting the bullet's collider.
What is the best way to prevent this? By making a space between the gun and the projectile to avoid collision?
There are 2 ways I can think of right now.
1- You can create a selective collision script (or edit your existing one) and add an exception for the player object. So, bullets can go through the player. This is the main way to go.
2- You can use layers (or Z depth) and you can create a whole layer for bullet spawner etc. And make enemies also have targets in that layer/depth.
I don't have Unity installed on my current system right now. But I will install it when I get a chance, and if you don't solve it until then I will try to help properly.
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I am following this tutorial: https://www.mvcode.com/lessons/roll-a-ball-obstacle-course
At the very end we created enemies (cubes) and their movement works very good. But as soon as I activate "is Trigger" they fall through the plane into the void. What am I missing?
I tried to pull them above the floor to have some space between the bottom and the enemies, but they keep falling through the floor and only when I got "is Trigger" enabled.
thanks in advance,
Akuma
Alternatively (for those people who want or need gravity enabled on their cubes):
Add a second collider.
There's literally nothing stopping you from doing this. You can make the trigger one bigger or just tweak the physics layers collision settings so that the collider keeping the enemies on the ground doesn't interfere with the operation of colliding with the player, etc.
It's likely that the cube is on top of the floor. When you enable "Is Trigger", collision is disabled and the cube would go through the floor.
The solution is to disable "Use Gravity" on the cube's Rigidbody.
Note that you are following a plagiarized version of the original "Roll-a-ball tutorial" tutorial which left out so many things. You should be following the original tutorial here. Watch the 10 seconds from this video which describes what you missed which is what I described above.
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I am making a location in Unity, and all of my trees shine in the background, then return to their normal color when I get close enough to the,.
It is also not the skybox since when I disable that it still happens. How can I fix this? Why is this happening? Thanks in advance
Turns out you just need to change the Shader to Nature/Soft Occlusion Bark Shader to fix the problem. I found this on the Tree page, where it says:
Trees must use the Nature/Soft Occlusion Leaves and Nature/Soft Occlusion Bark shader. In order to use those shaders you also have to place the tree in a special folder that contains the name "Ambient-Occlusion". When you place a model in that folder and reimport it, Unity will calculate soft ambient occlusion specialized for trees. The "Nature/Soft Occlusion" shaders need this information. If you don't follow the naming conventions the tree will look weird with completely black parts.
Hope this helps!