Why don't I get a collision? - c#

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.

Related

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

Detect a kinematic rigidbody collision with a static rigidbody using Collider2D.IsTouchingLayers

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!

Collision between Box Collider 2D and Polygon Collider 2D not working

Currently I am working on a networked 2d platform game.
My player is an empty object which serves as a parent to my actual graphics etc. The empty object has a rigidbody (3d) attached to it as it needs to have one in order to use the configurable joint component ( note: I move my player around using this 3d rigid body).The player body however, a child to the graphics, has a box collider 2d attached to it as it after all it is a 2d game and has to collide with other 2d objects.
My platforms have polygon collider 2ds attached to them (which is connected to a platform effector if that is worth mentioning).
Now, even though both my player body (which is a child to graphics which is a child to my player object) and my platforms have 2d colliders on them they do not collide and can simply go inside each other (neither of them is marked as isTrigger).
In order to solve this I thought I would add a rigidbody 2D to the player body and see if that would do anything. Now upon adding the rigidbody 2D collisions did work but as soon as I made the rigidbody 2D have all position and rotation constraints ticked or as soon as I made it kinematic or static it would cease to collide with my platforms. The problem is I need to have the rigidbody 2D be static or not be able to move as I am currently moving my player object using the rigidbody (3d) attached to it and do not want any additional movement of the player body upon colliding with objects.
I know this is quite a lot of information, so if you have any questions or would like further information just comment and I will be quick to respond. Thank you :-)!
Edit:
2d ray casts are also unable to hit the player body box collider 2D
Edit 2:
So to recap:
If either the player body or the platform has a rigidbody 2d that is not static (dynamic) and can move collisions work. However currently I only have a rigidbody 2D on my player body which has to be static though (as explained earlier) as well as a box collider 2d. My platform(s) on the other hand currently only has a polygon collider 2d as I do not see why it would need a rigidbody 2D.
A static collider won't detect the collision with another collider if it doesn't have a rigidbody, if it is static or if it has a kinematic rigidbody. At least one of your two objects needs to not be static and to have a rigidbody which is not kinematic to be correctly detected. So you do need to add a Rigidbody2D to your platform.
When you have a doubt about why a collider wouldn't collide with another one, always refer to this page of Unity's documentation which sums up which kind of collider will collide with another one.
Rigidbody2D can't collide with Rigidbody3D, here's a workaround though
http://answers.unity3d.com/questions/580769/can-rigidbody-2d-collide-with-3d-colliders.html

OnTriggerEnter() not called

I have a player (sphere) and 4 enemies (capsules). All enemies have a character controller added. They also all have a child GameObject, which has a RigidBody (no mass, no gravity) and a Box Collider attached. The Box Collider is large enough so you can see the sphere model inside of the box, even with a little space in between.
The player also has a character controller, but no RigidBody. It does have a sphere attached with a mesh collider.
All of the enemies have the IsTrigger box checked. Why don't they call the OnTriggerEnter() function? Note that when enemies collide, OnTriggerEnter() is called. But it doesn't work on the player.
Is the sphere a child GameObject to the player, or is it the GameObject itself? You might want to check where the script is attached. If the script is attached to the player but the collider is on a child GameObject, that isn't quite going to work. Collider and script need to be on the same GameObject.

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