That happens because PhysX doesn't prevent collisions, it instead detects them after they happened and then moves rigidbodies so they're no longer intersecting. You should place this code in your update method for precise checking. It might appear that the sphere still bounces a tiny bit when colliding with a wall. Physics2D. You can even debug the line so you can see it in the sceneĭebug.DrawLine(transform.position, hit.point, Color.blue, 10) make a private bool isGrounded variable and in FixedUpdate() you can have it detecting the ground. Hit is detected, you can now check with the RaycastHit how far away and what object you hit and apply logic there.ĭebug.Log("Raycast hit object " + ) ĭebug.Log("Distance between object and " + + ": " + hit.distance) If (Physics.Raycast(transform.position, -transform.up, out hit, rayDistance)) The problem with physics collision detection is that sometimes when the speed of an object is too high (in this case as a result of a force added to the. For info, the grounds have mesh collider for the two on the right. The spheres have rigidbodies using gravity and a sphere collider. As you can see in the video, when I change the height to 30, it works. Fixed a visual glitch with Vulkan applications when falling out of flipping. When rigidbody objects are falling from high position (300 in my test), the ground collision doesn't works, the objects falls through ground. The player is grounded and the top collision points are intersecting with the falling object. In 2, you can see a normal crush scenario. If they are, the player is being crushed. This tutorial introduces collision detection, which allows you to determine when two. Fixed a crash Vulkan swapchain initialization on older versions of Windows. The simple solution to detecting when the player is crushed is to see if the collision points on opposite sides are both triggering. This way you could also detect if your player is jumping by checking how long the Raycast is from your GameObject to the ground. Learn how to trigger an action when objects overlap in Processing. My situation differs slightly, but is effectively the same. I have also tried the two solutions the OP tried with the same results. In my case there is a Mesh Collider on the object and a character controller on the character. So to check if your GameObject is on the floor the best thing would be to cast a ray underneath this GameObject and see if there is a floor beneath it. Yes there is a collider on the object, no its no set to isTrigger. to prevent all of this I would suggest going with the raycast way instead of box collisions. Just like Vadim Tatarnikov said the reason why you fall is because your isOnFloor bool is set to false when you walk over to another block.
0 Comments
Leave a Reply. |