I have this code for destroying an enemy when player touches it:
It works when the collider has isTrigger set to false. I've read the documentation and I think it's because it uses the physics engine to check whether player is touching or not.
Is there an easy way to avoid this, I like the cleanliness of isTouching and I need it to have a trigger collider so it doesn't affect the player movement.
If there isn't, is there a way to use the collider I already have to check for the collision with player?
I did it with OnTriggerEnter2D as jmalenfant suggested.
Related
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)
Hey I am trying to make my sprite button go from green to red and backwards when my player collides with it. I have a boxcollider2d as is trigger, and a script
script : https://gyazo.com/ec64a2bca5b23526c6949bf18cb50a0d
I think this is some of it but I dont get anything at all when colliding with the button can anyone enlighten me on this problem would be very appreciated.
Thanks in advance
It is important to distinguish the difference between Colliders and Triggers.
Colliders are used by the Physics system in order to make it so object do not penetrate or overlap each other. Triggers on the other hand are made so that you can check for overlapping areas, an example is a Ring in Sonic. Sonic collects the rings but they do not stop him from passing, think of these as triggers. If they were colliders sonic would jump into them and bounce off.
In Unity the process for creating a trigger is the same for creating a collider, with 1 additional step, and that is marking a check box.
As such it is also important to know which functions you should use in each case.
OnCollision... For Colliders, (Or Colliders not marked as triggers)
OnTrigger... for Triggers, (Marking a collider in unity as a trigger makes it a trigger.)
To just add a bit more detail, It is also important to use the correct collider types for the correct dimensions of the game, 2d Colliders/Triggers do not interact with 3d Colliders/Triggers. More so physics components: 2d Rigidbodies do not works with 3d colliders, and 3d rigidbodies do not work with 2d colliders/triggers.
As such there are functions for each 2d, 3d, collision, and trigger.
Another important factor is to ensure if you want to use these functions atleast one of the objects have to have a rigidbody of the correct type(2d or 3d).
As such the problem you were running into was using OnCollisionEnter2D for a "collider" that was marked as a trigger, in this case OnCollisionEnter2D is not called, but OnTriggerEnter2D is called.
I have a tilemap called Moving Platform and attached to it is a kinematic rigidbody (with layer mask as "Ground"). Further, there is a foreground tilemap with a layermask "Ground" (and static rigidbody) assigned to it. The scene arrangement is shown in the screenshot below:
Components attached to the platform are shown below:
Components attached to the foreground are shown below:
The highlighted platform moves to right and collides with the foreground. I am trying to detect this collision in my Update() function, but the debug log always says false
Debug.Log(myCollider.IsTouchingLayers(LayerMask.NameToLayer("Ground")));
How do I detect the collision between the two tilemaps?
If I replace the "Ground" by "Player" the collision is getting detected, since player has dynamic rigidbody attached to it. It doesn't work even if I make the platform collider a trigger collider or made the platform as dynamic rigidbody. OnCollisionEnter2D isn't working either.
This is a few years old but I found myself having the exact same problem. The fix I found is to check the box labelled "Use Full Kinematic Collisions" on the Kinematic Rigidbody. This will allow Kinematic/Kinematic and Kinematic/Static collisions, which is what we're looking for!
I have a cube tagged "player", which needs to jump at certain locations, represented by Empty GameObjects.
I want to make a point system and that why I put on some of the places other game objects tagged "Coin"
The cube has an animation which plays each time it moves to another point recognized by clicking with the mouse on it.
When I jump on the coin location I want the Coin object to get destroyed.
I use this function:
void OnTriggerEnter(Collider col){
if (col.gameObject.tag == "Coin") {
Debug.Log ("Plm");
stroy (col.gameObject);
}
The problem is that when I'm jumping at the Coin location nothing happens.
I have box colliders on both objects and OnTrigger checked on both.
1) Make sure one gameobject has a rigidbody
To have the OnTriggerEnter happen you need at least one of the two object to have a RigidBody attached to it.
2) Static Trigger Collider
An object that has a collider and isTrigger checked but no rigibBody is considered a Static Trigger Collider which are From Unity Documentation:
This is a GameObject that has a Collider but no Rigidbody. Static colliders are used for level geometry which always stays at the same place and never moves around. Incoming rigidbody objects will collide with the static collider but will not move it.
This type of collider interactions is perfect for your coins because they do not move and stay static.
3) Rigidbody Trigger Collider
The next type of collider interactions is a Rigidbody Trigger Collider which are :
This is a GameObject with a Collider and a normal, non-kinematic Rigidbody attached. Rigidbody colliders are fully simulated by the physics engine and can react to collisions and forces applied from a script. They can collide with other objects (including static colliders)
This type of collider is what you need on your player and as it says in the Unity Documentation it will be able to collide with the Static trigger collider.
Important observation:
Having IsTrigger set to true on your player collider will cause your player to not respond as a solid object
A collider configured as a Trigger (using the Is Trigger property) does not behave as a solid object and will simply allow other colliders to pass through.
which might not be the most optimal solution for you because most of the time you want your player to be able to collide with other things like the ground. So you can set the isTrigger to false and just have a rigidbody on you player and it will react to the coins if they're set as Static Trigger Collider.
If you want an easy way to know what can collide with what Read the colliders documentation and take a look at this chart that shows it in a more simpler way.
I'm creating a game in which I need to move an object straight up, and when it hits another object they are connected with joint. That's why I need to have rigidbodies attached to both of them. The problem is that when I use animation to do this, collision is not detected, and unity tends to crash. Is there any proper way of "animating" rigidbody objects? Or maybe I should choose a different approach?
Set Rigidbody.isKinematic to true on the rigid bodies just before animating them. This will allow you to move (animate) the rigid bodies by changing the transform.position and other properties while allowing collisions with other non-kinematic bodies(rigid bodies with isKinematic set to false) and joint constraints to work properly. When the animation has completed and you want the bodies to be affected by physics again, set isKinematic to false.
Refer to the documentation for isKinematic for more information and a ragdoll example.