Wayback Machinekoobas.hobune.stream
May JUN Jul
Previous capture 12 Next capture
2021 2022 2023
1 capture
12 Jun 22 - 12 Jun 22
sparklines
Close Help
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
  • Help Room /
This question was closed Feb 03, 2016 at 09:43 PM by S0wbear for the following reason:

workaround found

avatar image
0
Question by S0wbear · Feb 03, 2016 at 06:22 PM · collisionrigidbodyiskinematic

Problen with collision events when changing rigidbody to iskinematic

Hi,

i have a problem where i get unexpected calls to OnCollisionExit when my player "enters" a vehicle.

My whole scene and all objects within it are inside a giant sphere collider and i have a script that deletes all objects leaving it like this:

 void OnTriggerExit (Collider other)
 {
         Destroy(other.gameObject);
 }

This is supposed to delete objects falling into infinite space.

So far, so good.

Now, i wanted to attach the player to a vehicle, using a "VehicleControls" script, that basically does the following:

 ...
         player.transform.parent = playerPos; 
         // playerPos is a GO on the vehicle where the player should be placed
         player.transform.localPosition = Vector3.zero;
         player.transform.rotation = playerPos.rotation;
 ...
         Rigidbody rgbPlayer = player.GetComponent<Rigidbody>();
         rgbPlayer.velocity = Vector3.zero;
         rgbPlayer.isKinematic = true;
 ...

Upon setting isKinematic, OnTriggerExit on the delete script is called and removes the whole player object, which isn't supposed to ever happen, and i get nullpointers in all kinds of other scripts.

A debug log shows that at the time of the event, both the vehicle an player are clearly inside the collision sphere.

What the hell is happening here?!

Comment
Add comment · Show 1
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users
avatar image S0wbear · Feb 03, 2016 at 09:43 PM 0
Share

Well, i made a little workaround and "inverted" the remover collision by using a handful of box colliders as world bounds.

This seems to do the trick...

0 Replies

  • Sort: 

Follow this Question

Answers Answers and Comments

51 People are following this question.

avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image

Related Questions

Sphere bouncing back on edges of aligned objects 0 Answers

Restrict held object movement 0 Answers

Position and collider seem to incorrectly shift when moving object 0 Answers

2.5D Platformer - Platorm Box Colliders Randomly Stop Colliding 0 Answers

Freeze rotation of just the box collider component 0 Answers


Enterprise
Social Q&A

Social
Subscribe on YouTube social-youtube Follow on LinkedIn social-linkedin Follow on Twitter social-twitter Follow on Facebook social-facebook Follow on Instagram social-instagram

Footer

  • Purchase
    • Products
    • Subscription
    • Asset Store
    • Unity Gear
    • Resellers
  • Education
    • Students
    • Educators
    • Certification
    • Learn
    • Center of Excellence
  • Download
    • Unity
    • Beta Program
  • Unity Labs
    • Labs
    • Publications
  • Resources
    • Learn platform
    • Community
    • Documentation
    • Unity QA
    • FAQ
    • Services Status
    • Connect
  • About Unity
    • About Us
    • Blog
    • Events
    • Careers
    • Contact
    • Press
    • Partners
    • Affiliates
    • Security
Copyright © 2020 Unity Technologies
  • Legal
  • Privacy Policy
  • Cookies
  • Do Not Sell My Personal Information
  • Cookies Settings
"Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere (more info here). Other names or brands are trademarks of their respective owners.
  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges