OnCollisionEnter unity3D - c#

i have a trouble with a collision, i know this is not the way to do "bullets" , but for now im very new and I'm exploring and trying some stuff. I have in my little "bullet" a script with the "onCollisionEnter" function, but when i shoot to make the cube dissapear I have to take 2 shots(two fasts) instead one to that occur, and i do not understand why.
my code says:
void OnCollisionEnter(Collision collision)
{
if (collision.gameObject.name == "Cube")
{
Destroy(collision.gameObject);
}
Debug.Log(this.gameObject.name);
}
VIDEO
THANKS!

Here two things you need to check for the collision to work properly in Unity3D.
1. The two objects that are being collided in your case the bullet and the cube that the bullet is gonna collide with should have a collider (box or capsule) anything. And make sure isTrigger is off.
2. This is very important. Either one of the gameObject i.e., your bullet or the cube should have rigidbody component for collision to actually take place. If you dont have a rigidbody in the one of the components your collision wont work. So, I would suggest you to add rigidbody component to your bullet and that should do the magic for you.
Let me know if these worked or if you have any other problem.
And to which gameObject have you attached the following script to?

Related

How to prevent character from going through walls. Unity

I'm new to unity here and I have a capsule for a player and a moving wall. When ever the player touches the wall, it can just go through and walk out the other side, and I kind of don't want that. The screenshot below demonstrates what I mean.
Player in moving wall
I tried to use rigid body and collisions to help give me a solution, but that didn't stop the problem. I'm now not really sure what the best thing is to do.
Rigidbody should be able to do the trick. You said that it did not work, so here are a few things you need to make sure you have done for the Rigidbody collisions to work properly:
Give the player a Rigidbody component
Give the player a collider (best use capsule collider)
Give the wall a collider (it looks like a box collider would work best)
When you move the player, move them with the function Rigidbody.MovePosition(newPos) or by setting the velocity with Rigidbody.velocity = new Vector3(newVelocity)
The "Is Kinematic" checkbox of the player's Rigidbody component is un-checked (set to false)

OnCollisionEnter2D(Collision collision) isn't triggering despite collision

I am new to Unity and having problems with this method. Any help would be appreciated.
Currently, I have one box gameObject (customer) that falls down onto another box gameObject (table). The script with theOnCollisionEnter2D method is attached to the tableBox object and checks using tags if the customerBox has collided with it. The problem is that despite colliding, OnCollisionEnter2D does not seem to be getting called at all, as nothing is appearing from Debug.Log. Both boxes have Rigidbody2D and a boxCollider2D.
I have tried changing the Rigidbody2D property to dynamic and also double checking the tags are correct. It is also possible that the script for the tableBox is not running at all, which if is the case I am not sure how to fix and would appreciate suggestions.
Here is the method:
void OnCollisionEnter2D(Collision2D collision){
Debug.Log("in the method.");
if(collision.gameObject.tag == "customer")
{
Debug.Log("Collision detected!");
}
}
Your code seems to be good. Check the following
Both the Rigidbodys are set to dynamic.
Both the bodies have 2D colliders.
They are not colliding already.
Both Colliders are not set as trigger.
Check the layer collision matrix.(Edit>Project settings>Physics2D)
is the "IsTrigger" checkbox unchecked on your collider component ?
Check if the gameobjects are correctly configured (layers, colliders, tags, your script...) and if you got layers, check the physics settings ;)

Detecting collisions in unity without actually applying force to the object

Hey so i am making a 2d game that is very similar to flappy bird (you jump when tapping the screen). The point of the game is to catch the green squares coming to you.
The problem i am encountering is that when my player hits the green square it seems to collide with it (it throws the player in some random direction or even stop into place like it hit a wall) even if on collision the green square is being destroyed.
So whenever the player hits the green square prefab it increments the score and destroys the square but sometimes when i jump right before hitting the square it stops like it collided with it insted of just passing right through.
The player prefab has got a rigidbody component and a 2d square collider.
The green square prefab has got only a 2d square collider component attached to it.
I am very new to unity and this is the first game i started developing.
If you need any further information please don't hesitate to ask.
Here is the player's rigidbody and 2d collider settings
Here is the green square's 2d collider settings
Maybe this picture of the gameplay can help. Imagine the blue square is the player and the green squares are the points you have to hit the red things are just the enemies that kill you so don't mind them. The player is standing still and the green square prefab have a script attached to it that adds a constant force to them. Hopefully this made it a lot clearer.
There is a really useful unity function that will detect when a collider touches another collider.
It is: void OnCollisionEnter(...)
You also have to pass in a Collider or Collider2d. So it will look like:
void OnCollisionEnter(Collider col)
or void OnCollisionEnter(Collider2D col)
Of course you have to have the necessary import statements for unity engine at the top as well.
You may want to use a trigger on your green Squares. then the bird is allowed to pass true but the square will activate your OnTriggerEnter code in your script.
so what you can try is:
public void OnTriggerEnter(Collider other)
{
if (other.tag == "Player")
{
//Run your code here!!!
//for example
Rigidbody rb = other.gameObject.GetComponent<Rigidbody>();
rb.AddForce(new Vector3(1, 1, 1));
}
}
this will add a force to your player/bird. but you can run any code in that method.
OnTriggerEnter and OnCollisionEnter run both when the object is hit by a rigidbody. but with OntriggerEnter you can pass thru the object. because it does not get effected by other physics objects. but onCollision usually does unless you freeze it in position.
side note OnTriggerEnter runs in FixedUpdate, so it is run at the end of each frame

Unity: Enemy objects passing through box collider on edges of background

I'm developing a simple 2D Unity game (which I'm very new to so sorry if this is a silly question!) in which my player can eat its enemies by colliding with them. This works fine as I'm just selecting the "is trigger" component for the enemies and using this code in my Player class:
private void OnTriggerEnter2D(Collider2D other)
{
Debug.Log("Hit detected");
Destroy(other.gameObject);
transform.localScale += new Vector3(x, y, z);
}
However, this means the colliders placed around the border of my background image aren't stopping the enemies. What's the best fix for this?
I don't understand very well your question. However it seems that your collisions are not working. So, remember that for have collisions actually taking place in your game you need to use colliders and that one of the two elements participating in the collision need to have the rigidbody component.
That will make the physics work in the engine, which triggers dont.
To check if that works you can debug with:
// called on collision
void OnCollisionEnter2D(Collision2D col)
{
Debug.Log("OnCollisionEnter2D");
}
From what I understood, you want only to detect triggers between the player and the enemies, but you still want these to collide with physic objects in your scene, such as background colliders.
One possible way to achieve this is to create a child object for the player object with a collider component with the trigger option set, and attaching a script to it to handle the triggers. Then, with the use of layers to group your player and enemy objects, you can uncheck the collision between them following: Edit -> Project Settings -> Physics 2D: "Layer Collision Matrix".
You can assign a script to any enemy, checking the distance with the player in each frame. Then you can Uncheck "is trigger"
Vector2.Distance

On-collision script not working?

in advanced I would like to say if this is a really simple question with a simple answer, I apologize as I have just now gotten into programming.Basically, I'm trying to create a script that a block named blue(picture below) on collision with the FPSController, will get destroyed, here is my script:
using UnityEngine;
using System.Collections;
public class Cube : MonoBehaviour {
void OnCollisionEnter (Collision col) {
if(col.gameObject.name == "Blue") {
Destroy(col.gameObject);
print ("collison detected");
}
}
}
for some reason, though, whenever the fps controller collides with the object known as "Blue" nothing happens, the print() function is not triggered nor is the destroy() function
Thank you in advaned ;)
Rigidbody` is missing from your Cubes.
1.Attach Rigidbody component to both cubes.
2.Also,set both Cubes Rigidbody to Is-kinematic. You must set both Cubes Rigidbody to Is-kinematic so that the Character Controller wont be able to move it. Note that if your cube is falling down after adding Rigidbody, simply disable Use Graivty on the Rigidbody.
Important:
3.Delete FPSController. Since you will be interacting with other Rigidbody GameObjects, use RigidBodyFPSController. It can be found in Assets\Standard Assets\Characters\FirstPersonCharacter\Prefabs. Drag RigidBodyFPSController to the Scene then attach Cube script to it.
You will notice there is a Rigidbody attached to RigidBodyFPSController. Don't modify the settings of it.
That's it. Everything should be working as expected.
Cube settings:
RigidBodyFPSController Settings:

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