How to prevent colliders from passing through each other? - unity3d

I am having trouble keeping game objects inside of a contained space. When they reach the edge, there is some momentary push back but then they will go right through the wall.
I am using a Box Collider on the player, and a Mesh Collider for the level's wall. I am having issues with both a Player Character (a space ship) that the movement is controlled by the player. And with projectiles, which are fire and forget moving at a constant speed.
This is my movement code for my player. It is being run in the FixedUpdate() function.
//Movement
haxis = Input.GetAxis("Horizontal") * speed;
vaxis = Input.GetAxis("Vertical") * speed;
moveVector.x = haxis;
moveVector.z = vaxis;
if(moveVector.magnitude > 1)
{
moveVector.Normalize();
}
rigidbody.MovePosition(transform.position + moveVector * speed);
With the bullets, they are given a velocity and the engine calculates their moviements. They are using Box Collider and it is set as a Trigger so they don't have physics. But I use OnTriggerEnter to destroy them.
//Projectiles without physics collisiions
function OnTriggerEnter (other : Collider) {
Destroy(gameObject);
}
Some, but not all of the bullets will be destroyed when hitting the mesh collider wall. The player will sometimes hit it and stop, but can usually push through it. How can I make the collisions with the mesh collider work every time?

Collision with fast-moving objects is always a problem. A good way to ensure that you detect all collision is to use Raycasting instead of relying on the physics simulation. This works well for bullets or small objects, but will not produce good results for large objects.
http://unity3d.com/support/documentation/ScriptReference/Physics.Raycast.html
Pseudo-codeish (I don't have code-completion here and a poor memory):
void FixedUpdate()
{
Vector3 direction = new Vector3(transform.position - lastPosition);
Ray ray = new Ray(lastPosition, direction);
RaycastHit hit;
if (Physics.Raycast(ray, hit, direction.magnitude))
{
// Do something if hit
}
this.lastPosition = transform.position;
}

I have a pinball prototype that also gave me much trouble in the same areas. These are all the steps I've taken to almost (but not yet entirely) solve these problems:
For fast moving objects:
Set the rigidbody's Interpolate to 'Interpolate' (this does not affect the actual physics simulation, but updates the rendering of the object properly - use this only on important objects from a rendering point of view, like the player, or a pinball, but not for projectiles)
Set Collision Detection to Continuous Dynamic
Attach the script DontGoThroughThings (https://www.auto.tuwien.ac.at/wordpress/?p=260) to your object. This script cleverly uses the Raycasting solution I posted in my other answer to pull back offending objects to before the collision points.
In Edit -> Project Settings -> Physics:
Set Min Penetration for Penalty to a very low value. I've set mine to 0.001
Set Solver Iteration Count to a higher value. I've set mine to 50, but you can probably do ok with much less.
All that is going to have a penalty in performace, but that's unavoidable. The defaults values are soft on performance but are not really intented for proper simulation of small and fast-moving objects.

How about set the Collision Detection of rigidbody to Continuous or Continuous Dynamic?
http://unity3d.com/support/documentation/Components/class-Rigidbody.html

So I haven't been able to get the Mesh Colliders to work. I created a composite collider using simple box colliders and it worked exactly as expected.
Other tests with simple Mesh Colliders have come out the same.
It looks like the best answer is to build a composite collider out of simple box/sphere colliders.
For my specific case I wrote a Wizard that creates a Pipe shaped compound collider.
#script AddComponentMenu("Colliders/Pipe Collider");
class WizardCreatePipeCollider extends ScriptableWizard
{
public var outterRadius : float = 200;
public var innerRadius : float = 190;
public var sections : int = 12;
public var height : float = 20;
#MenuItem("GameObject/Colliders/Create Pipe Collider")
static function CreateWizard()
{
ScriptableWizard.DisplayWizard.<WizardCreatePipeCollider>("Create Pipe Collider");
}
public function OnWizardUpdate() {
helpString = "Creates a Pipe Collider";
}
public function OnWizardCreate() {
var theta : float = 360f / sections;
var width : float = outterRadius - innerRadius;
var sectionLength : float = 2 * outterRadius * Mathf.Sin((theta / 2) * Mathf.Deg2Rad);
var container : GameObject = new GameObject("Pipe Collider");
var section : GameObject;
var sectionCollider : GameObject;
var boxCollider : BoxCollider;
for(var i = 0; i < sections; i++)
{
section = new GameObject("Section " + (i + 1));
sectionCollider = new GameObject("SectionCollider " + (i + 1));
section.transform.parent = container.transform;
sectionCollider.transform.parent = section.transform;
section.transform.localPosition = Vector3.zero;
section.transform.localRotation.eulerAngles.y = i * theta;
boxCollider = sectionCollider.AddComponent.<BoxCollider>();
boxCollider.center = Vector3.zero;
boxCollider.size = new Vector3(width, height, sectionLength);
sectionCollider.transform.localPosition = new Vector3(innerRadius + (width / 2), 0, 0);
}
}
}

1.) Never use MESH COLLIDER. Use combination of box and capsule collider.
2.) Check constraints in RigidBody. If you tick Freeze Position X than it will pass through the object on the X axis. (Same for y axis).

Old Question but maybe it helps someone.
Go to Project settings > Time and Try dividing the fixed timestep and maximum allowed timestep by two or by four.
I had the problem that my player was able to squeeze through openings smaller than the players collider and that solved it. It also helps with stopping fast moving objects.

Edit ---> Project Settings ---> Time ... decrease "Fixed Timestep" value .. This will solve the problem but it can affect performance negatively.
Another solution is could be calculate the coordinates (for example, you have a ball and wall. Ball will hit to wall. So calculate coordinates of wall and set hitting process according these cordinates )

Try setting the models to environment and static. That fix my issue.

Related

Unintended player movement from transform.InverseTransformDirection

this is my first time posting on here. I'm working on a game using the new Unity multiplayer networking solution.
In summary, the issue is that the player is not moving as intended.
I am trying to take player input as follows:
Vector3 worldSpaceDir = new Vector3(Input.GetAxisRaw("Vertical"), 0, Input.GetAxisRaw("Horizontal"));
then convert it to the object space coordinates of the player character:
_inputDirection = transform.InverseTransformDirection(worldSpaceDir);
The issue I'm having is with a rotation of 0 or 180 the player moves as expected with the WASD inputs, however, at 90 or 270 all the inputs are flipped(A = right, D = left, W = backward, S = forward).
I found a question that is exactly my question but no one responded with an answer. The question is quite old now so I wanted to ask it again for more visibility.
Here's a link to the original question.
Firstly, you are taking the worldSpaceDir wrong, it should be as follow
Vector3 worldSpaceDir = new Vector3(Input.GetAxisRaw("Horizontal"), 0, Input.GetAxisRaw("Vertical"));
here we take horizontal input as X and vertical input as Z, because in Unity Forward is pointed as Z and not Y.
Secondly, we do not need to use InverseTransformDirection() we just need TransformDirection() something like following
Vector3 inputDirection = transform.TransformDirection(worldSpaceDir);
here we are telling unity to convert the worldSpaceDir that is relative to transform (local direction) into a world space direction, so we might actually give a proper name to worldSpaceDir.
The following would work for you.
private void Update() {
Move();
}
private void Move() {
Vector3 directionToMove = new Vector3(Input.GetAxisRaw("Horizontal"), 0, Input.GetAxisRaw("Vertical"));
Vector3 inputDirection = transform.TransformDirection(directionToMove);
transform.position += inputDirection * Time.deltaTime;
}
I think you want to go the other way round actually!
Transform.InverseTransformDirection converts a vector from world space into local space.
What you get as input however is a local vector on the XZ plane. You want to apply this direction according to your player objects orientation, if e.g. pressing right (your input is 1,0,0) the object shall move towards its transform.right vector.
So you rather want to convert in the opposite direction into world space to move the object in the Unity world space.
You should rather be using Transform.TransformDirection!
var worldMove = transform.TransformDirection(input);
Or alternatively you can also just multiply by the rotation like
var worldMove = transform.rotation * input;
Note that if you are also using a Rigidbody like the question you linked there is also Rigidbody.AddRelativeForce which basically works the same way and expects a local space vector which is then internally converted into a world space force.

Unity: How to find a empty hole in a wall for player?

I'm trying to figure out simple custom 2D physics for platformer. At the moment I'm using ray casts to figure out collision between the player and map. However using ray cast has some problems. For example, if the player is falling (has somewhat high downwards velocity) its unable to pick up holes in the wall because it moves past them due to going too far down to be detected as empty space.
One solution is to move to tile based system instead of using ray casts but I would preferably not to do so.
So I'm wondering is there some kinda solution to figure out empty holes in wall, even small edge ones without huge performance impact.
High quality drawn illustration, assume leftwards velocity:
Physics2D.BoxCast is how I would tackle this. It does what you expect, instead of a ray it calculates as if a full box was traversing the distance.
Usage is very similar to raycasting. Example:
public Collider2D mainCollider;
public Vector2 velocity;
void Update() {
Vector2 origin = new Vector2(transform.position.x, transform.position.y);
Vector2 size = mainCollider.bounds.size;
Vector2 direction = velocity * Time.deltaTime;
float maxDist = velocity.magnitude;
var hit = Physics2D.BoxCast(origin, size, 0, direction, maxDepth);
if (hit == null) {
transform.position += direction;
} else {
transform.position += direction.normalized * hit.distance;
}
}
If boxes are not your taste, there's also a Physics2D.CapsuleCast and Physics2D.CircleCast.

Moving Rigidbody using player input

Im trying to move an object in a 3d world using a controller, but think I am missing something cus it just clips away as soon as I give any input:
private void Update()
{
float h = Input.GetAxisRaw("Horizontal");
float v = Input.GetAxisRaw("Vertical");
Vector3 movement = new Vector3(h, 0, v).normalized * Time.deltaTime * speed;
if(h != 0 || v != 0)
_rigidBody.MovePosition(movement);
}
Works fine using _rigidbody.velocity, but as I understand it that should be avoided for these types of things.
Rigidbody.MovePosition sets the position of the rigidbody with interpolation. It looks like you want to offset the position by movement, so you should probably set the velocity. If you do still want to use MovePosition, you should do _rigidBody.MovePosition(transform.position + movement);.
"using a controller"
Do you mean Character Controller Component? You have 2 options and they are both well explained in Unity Documentation.
Second is by Rigidbody Component.

Why do objects get stuck together in Unity?

I have a 2D scene that consists of 4 sprites, each with a box collider.
I then have a prefab that is simply a sprite of a circle with a 2D circle collider.
Finally I have a script named Atmosphere attached to my main camera that will fill the box with lots of instances of the prefab and give them a velocity in a random direction.
using UnityEngine;
public class Atmosphere : MonoBehaviour
{
public GameObject Molecule;
void Start()
{
float x = -4.5f;
while (x < 4.5f)
{
float y = -4.5f;
while (y < 4.5f)
{
var inst = GameObject.Instantiate(Molecule);
inst.transform.position = new Vector3(x, y, 0);
var rb = inst.GetComponent<Rigidbody2D>();
float xForce = Random.value * 2f - 1f;
float yForce = Random.value * 2f - 1f;
rb.AddForce(new Vector2(xForce, yForce) * 100f);
y += 0.5f;
}
x += 0.5f;
}
}
}
For a while the dots bounce around against each other and the edges of the box.
But after a while they eventually get stuck to the edges of the box.
Both the box and balls and the box walls have the same physics material
Which has zero friction and a bounciness of 1.
Why do they stick to the walls, and how can I stop it from happening?
Download Unity 3D demo
UPDATE
If I drop a single molecule into the box with the following script attached it gets stuck to the wall immediately.
[RequireComponent(typeof(Rigidbody2D))]
public class Molecule : MonoBehaviour
{
Rigidbody2D RigidBody2D;
void Start()
{
transform.position = new Vector3(0, 1, 0);
RigidBody2D = GetComponent<Rigidbody2D>();
float xForce = Random.value * 2f - 1f;
float yForce = Random.value * 2f - 1f;
RigidBody2D.AddForce(new Vector2(-.25f, -0.25f) * 100f);
}
}
Unity3D has a velocity threshold. Objects with a velocity below this threshold won't bounce etc.
The solution is to go to Edit > Project Settings > Physics 2D and to set the Velocity Threshold lower.
EDIT - The real solution:
So I was doing some reading on integration techniques and it hit me: The energy you're losing is quite likely coming from numerical inaccuracies stemming from several approximation techniques compounded.
I'm guessing the continuous collision detection algorithm is mostly to blame, floating-point error accumulation, but probably also from numerical integration techniques.
What you're trying to achieve is elastic collision, which means that it satisfies conservation of energy as well as momentum. The trick is going to be for you to add a script to every object that preserves the energy of the system by adding error-correcting velocity over time. Whether you actually use the energy route or not is up to you, there are a number of ways to track and modify the energy resulting in a change of velocity. Momentum would be the would be the easiest to track in my opinion. What you're trying to achieve is elastic collision, which means that it satisfies conservation
i.e.
Make a component that preserves the scalar quantity of kinetic energy or momentum (it'll probably produce the same results)
When you initialize all the particles with a velocity, make sure to save the starting momentum in the particle's script. I would save the scalar quantity for simplicity, so just use the length of velocity
Every frame, in the update event check the velocity of the rigid body. Find the change in momentum or change in energy and add the -difference and apply it to the object.
I doubt you'll have to work on collision events as well, especially if you use the exact same mass for every object. Here's a link with an example where someone corrected unity's friction-less physics using conservation of energy https://answers.unity.com/questions/168393/frictionless-physics.html
colliders may be stuck in each other for the reason of low contact offset, go to edit-project settings-physics2d and increase the default contact offset a little bit, 0.12 for example, it was work for me.
cheers

assigning velocity to rigidbody doesn't do anything

I have a script attached to a mesh with a kinematic, rigid body with a convex mesh collider that I'd like to move around. Here's what I call in my update function:
if (Input.GetKey(forwards)) {
Debug.Log("forwards!!");
//get current velocity in local space
Vector3 localVel = transform.InverseTransformDirection(body.velocity);
//alter so that forward component = speed
localVel = new Vector3(localVel.x, localVel.y, linearSpeed);
//convert back into world space and set to body
Vector3 worldVel = transform.TransformDirection(localVel);
body.velocity = worldVel;
}
Other Info:
body is a Rigidbody variable that I assign in Start() using GetComponent<Rigidbody>();
linearSpeed is a float with value 1
I'm getting the Debug.Log output, but my mesh is not moving. Is there anything obvious I'm missing here? This is my first script for a 3D, as opposed to a 2D game.
public float speed = 20;
Rigidbody r;
void Start(){
r = gameObject.GetComponent<Rigidbody> (); //Put's reference to local rigidbody into variable "r"
}
void FixedUpdate () {
Vector3 direction = Vector3.zero; //set's current direction to none
//Adds vectors in case that user is pressing the button
if(Input.GetKey(KeyCode.W)) direction += Vector3.forward;
if(Input.GetKey(KeyCode.S)) direction -= Vector3.forward;
if(Input.GetKey(KeyCode.D)) direction += Vector3.right;
if(Input.GetKey(KeyCode.A)) direction -= Vector3.right;
//Normalizez direction (put's it's magnitude to 1) so object moves at same speeds in all directions
r.AddForce (direction.normalized * speed); //Adds direction with magnitude of "speed" to rigidbody
}
Rigidbody MUST be attached to same GO as this script. This script uses world directions, because working with local directions is much harder (the object is rotating and changes directions rapidly, you can use it if you want just by replacing reference to Vector3 to transform like this:
if(Input.GetKey(KeyCode.W)) direction += transform.forward;
Of course for all direction.
This is very basic way to move the object along it's local axises, to do it more better you need to write specific scripts for specific sets of objects, it all depends what kind of object are you moving and how you want to move it. (is it sphere, cube..., will it ever fly up, should it rotate....).
If the RigidBody is Kinematic it is meant to be moved by means other than the physics system; animations, transform.position, etc. Make your rigid body non-kinematic and it should move when you set velocity.