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.
Related
So, lets say my character has the ability to push "movable" objects. This is alredy implemented and working as desired.
But I want to make the characher be pushed back if he tries to push an object that is hitting a wall or an immovable object, is there a way to see if my add impulse had any effect?
Or a best way to do is some ray casts on the movable object boundaries to see if is touching any other thing?
For characters you can use Launch Character. It's like adding velocity giving a specific direction. Add Impulse is intended to be used with Objects that simulate physics.
Just Launch the Character to a direction opposite the direction it's touching. You can use Dot Product between Character Velocity and the Object Face (forward).
I'm trying to use the EventManager and according Events to calculate the distance between objects, and to do something when enough objects are close to the target.
I watched video's on YouTube and searched for examples on Google, but I couldn't find something that looks like what I want. Of course I also watched the explanation videos of Events in general, but I just don't get it. They are all English, which is not my native language, this makes it difficult to understand. So, also sorry for any grammar mistakes. They often talk so fast. So please don't think I'm lazy, I have searched for hours but I just don't get it.
I have one target object, and several enemy objects. This enemy objects have the tag 'Enemy'. The target object can move. I made a coroutine, so when the target moves, the enemies follow, until a distance of 0.5. But from the moment that they reached the distance of 0.5, the enemies won't move anymore. Instead they should also follow the target when they already reached their target position. So to prevent this, I changed the while(Vector3.Distance(transform.position, target.position) > 0.5f) in while 1 > 0, (so just always) and I deleted the part of the code that was about 'after the while loop'. But this is probably not the right way.
So, in short, I want to make an Event that keeps track of when enemies reaches or loses their target position. When three enemies are on their target position, I want to make them blue.
Could anyone show me how I can do this? I don't get it now, but when I see how it works I can use this for more events in the game.
I think You can use trigger collider, just make it bigger then your target object, then do all you want about enemies in methods OnTriggetEnter, OnTriggerStay
As an another technique you can use raycasts. Raycasts will provide you more performance than colliders.
You can locate your raycasts in your target position, in case your raycast hit the enemy then make them blue. For Example;
public LayerMask enemyLayer;
bool isTouch = false;
public bool isTouched(){
if (Physics.Raycast(transform.position,-Vector3.up,1f,enemyLayer)) {
isTouch = true;
return isTouch ;
}
return !isTouch ;
}
I have an object that, after receiving its respective input, it moves this way:
mov = new Vector3((Input.GetAxis("Horizontal") * vel), 0, 0);
transform.position += mov;
But, I want it to bounce back, once it collides with an object.
I´ve made the procedures already (OnCollisionEnter2D(Collsion2D col){bla bla...}), but I need help with what happens on the collision (bouncing back the object)....
I´ve tried giving the collided object a bouncing material, but it just slows it a bit, my guess is that because of the constant force given by the acceleration.
Greetings.
If you move the object with transform.position what you are doing is basically a "teleport" so it will ignore the bouncing material. If you want it to bounce you have to write the physics code to detect a collision and change the movement or you can do addforce to move the object and it will detect collisions and react automatically.
you are teleporting the object at the current time. instead you should use the Rigidbody.addForce this will add a force in the specified direction thus if you do the opposite direction will "bounce" of the object. Another option would be to create a physics material then not bother with the code.
You are not using materials, right?
See if the content of this post may help you, the OP is using a formula using Raycast and the answer guides him to use the Raycast with Layers Maks:
2D bouncing formula doesn't work properly
There is this one also with fixed angles (like Pong), but it uses material (with values: friction: 0, bounciness: 1):
https://gamedev.stackexchange.com/questions/70294/get-gameobject-to-bounce-of-colliders
But if nothing makes sense and you are going crazy and might want to start from zero, there is this official video tutorial on bouncing and sliding in 2D:
https://unity3d.com/learn/tutorials/modules/beginner/2d/sliding-bouncing-2d
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.
I am new to Objective-C. I am currently working on a game using Cocos2D and Box2D. My problem is that when 3 objects collide together, the game crashes. Now let me describe my game in details:
In my game I have a main character standing on top of a building. Below the building there's this the road. Enemies pass by the road at various random speeds entering the screen from right and exiting from the left. I have created the enemies as b2_kinematicBodies and set a random velocity for each of them using SetLinearVelocity(). The main character shoots the enemies. The projectile (the object being shot) is a b2_dynamicBody. When the projectile hits the enemies, both the projectile and the enemy are destroyed. During gameplay sometimes an enemy moving at a slow speed is crossed by one which is moving at a higher speed. If a projectile hits the two enemies just at the point when they are overlapping and one is about to pass the other one, the game crashes! Please help me with this.
I have detected collision using b2contactListener class.
One thing I didn't mention before is that I am not creating the enemies as individual distinct bodies. Instead, I am creating it once and making it move and I am calling this method (which creates the enemies and makes them move) inside init as below:
[self schedule:#selector(addRightTarget) interval:2.0];
I believe the issue is that the collisions are calculated before your handler gets any calls. Meaning that when your handler gets called, the bullet has hit 2 objects. So you get 2 call-backs as shown below.
Collision Detected: Bullet + Enemy1
Destroy Enemy1
Destroy Bullet
Collision Detected: Bullet + Enemy2
Destroy Enemy2
Destroy Bullet [CRAAAASH!!! You just tried to delete a non-existent object]
1st: You should not be removing anything except in your step function (as someone mentioned in another answer)
2nd: Pick one of these:
Make your list/array of objects-to-delete be a 'set' or implemented in such a way that duplicates are avoided.
Check for existence of your object in the world
The collision only happens between 2 objects in Box2D. So in your mentioned scenario your will get multiple collision events which could be,
Enemy-1 and Enemy-2
Enemy-1 and Bullet
Enemy-2 and Bullet
So one possible reason of crash could be that you are not expecting (Enemy-1 and Enemy-2) collision and you are handling it like you have collision between (Enemy-1 and Bullet) so you might be casting it into wrong class. Make sure you are checking the kind of class "isKindOf" before casting it.
Also you may want to use Contact Filtering and or assign category masks to your enemies so that they don't collide with each other and only collide with bullet.
But it will be more help full if you tell something about how and where you destroy your bodies (I hope its not inside your Collision Detection Functions) and also if you can share the exception text when your application crash, that will be helpful.
I used a rather cheap workaround. I alternately created enemy fixtures of different sizes(differing by few pixels). So now if i shoot them even when they overlap, the app doesn't crash(because only the bigger object collides and gets destroyed). This serves my purpose. Thanx a llot for your help. I really appreciate it! :)