I was trying to create a basic cricket game. I created a batting animation, and added polygon collider. But I'm confused about adding collider to the moving bat in the animation.
Or are there any other ways to do it?
you can move and resize the bat's polygon collider (make sure it's a 2d collider)
in the animation itself on every single frame of the animation.
simply click "add property" and look for your collider, once you added the collider to the animation you can start resizing him (size) and also moving it around (offset)
Related
I make a 2D game in Unity. I have a player with BoxCollider2D and Objects with BoxCollider2D and the player can't go through these Objects like it should but when the player walks from down to the top (topdown PixelRPG) Than he got blocked very early. I will try to show it in the pictures. I tried to change the size of the colliders the layers and more but can't find a solution. ProblemCollision2DChest
Collision2DNPC
Collision2DWindow
NoProblem
NoProblemswithObjects
ProblemAgainfromdowntoTop
From my experience, it looks like you simply need to resize your BoxCollider2D to fit the player.
You can either use the Edit Collider button, and in the Unity viewport you can click and drag to change the size of the collider, or change the Size value in the inspector. Since your collider seems to be too large vertically, change the Y value to be smaller.
I am currently making a sidescrolling game in Unity 2D where an enemy rises up, and then dives down to the player, but then keeps going until it is off screen, like how this image shows. 1 I can get the enemy to collide with the player but I can't make it keeping in that direction until off screen. How would I be able to do this?
You have to make your collider to trigger (it's a checkbox on your collider)
That means your object will not be affected by physics when it touch another collider, but it can calls functions.
You have to replace OnCollisionEnter/OnCollisionEnter2D, etc by OnTriggerEnter/OnTriggerEnter2D, etc.
Be careful, the parameter of the function may change too (Collision/Collider).
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
For a 2D topdown Unity project, I'm trying to make it so when the player clicks, a bullet comes out. The shooting is working perfectly, just there is a countdown on the bullet, and when the bullet is shot the countdown is always pointing towards where the player was facing. I'd like to make it so even if the player is facing sideways or up or down, the countdown always remains upright and readable.
Use World Canvas and use transform.lookAt to face it to your camera.
I´m making a simple CAD application on Unity 3D using C# to configure closets. I'm trying to limit the movement of the shelves so you can move them only on the hole, so I have a dragger attached to every piece of the closet I want to move, but obviously they can cross with each other.
I thought I could use the collider system that Unity has to limit this movement but since I never worked with Unity before I´m kinda lost. This is my dragger so far:
mousePosition = new Vector3(Input.mousePosition.x, cubo_tmp.transform.position.y, distance);
objPosition = Camera.main.ScreenToWorldPoint(mousePosition);
objPosition.Set(objPosition.x, cubo_tmp.transform.position.y, cubo_tmp.transform.position.z);
I keep y and z components so it can move only in one direction.
Box Colliders are best for cuboid shaped objects.
In the editor, if you click GameObject > 3d Object > Cube, Unity will add a cube with a Box Collider to your scene:
If you want to add a Box Collider to a GameObject that doesn't have one, click Add Component in the Inspector panel and type in "Box Collider" to find it. It looks like this:
Note: If the IsTrigger box is checked, the Collider acts as a Trigger rather than a Collider.
A GameObject with a Collider will "collide" with any other GameObject that also has a Collider, with a small exception involving 2 Mesh Colliders that are both set to Convex.
EDIT: I think you are able to intersect the objects because you are modifying Transform.position directly in your code. This might override the collision behaviour.
Also Go to Edit > Project Settings > Physics and make sure your layer collision matrix allows collisions for the layers on which your objects are placed.