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Question by Metabridge-Interactive · Feb 05, 2019 at 09:33 PM · c#colliderunity5

UMA Calculate Head Collider at Runtime

Hi guys,

i'm woundering how i could calculate the head collider for a UMA Char at Runtime.

A Capsule collider for the whole avatar is easy done but is there an way to seperate the body height and the head ?

THanks in advice!

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avatar image xxmariofer · Feb 05, 2019 at 10:17 PM 1
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hello, i have never used uma but maybe i can help you. why are you havinig issues getting the head collider?, what do you mean by calculate, get the radious? it is a mesh collider? can you share a screen shot of the collider from the inspector?

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Answer by DCordoba · Feb 05, 2019 at 10:18 PM

you can attach a collider to each part of te body and check separate damage on the parent body script when a collider send the OnCollisionEnter to the MonoBehaviours also sent it to all the parent's MonoBehaviours on hierachy, so from a common parent you can manage the the collisions on all their children, by example on the UMA parent, you can manage all the collision to the child parts:

 void OnCollisionEnter(Collision collision)
 {
     foreach (ContactPoint contact in collision.contacts)
     {
         if(contact.thisCollider.CompareTag("head")){
             //add damage to head here
             splashBlood (contact.point);
         }
         if(contact.thisCollider.CompareTag("torso")){
             //add damage to torso here
             splashBlood (contact.point);
         }
         if(contact.thisCollider.CompareTag("limb")){
             //add damage to limbs of body here
             splashBlood (contact.point);
         }
     }
 }

if you cant attach a child with a collider (by example a tank with a weak point without external/child mobile parts) you can determine the position of he "weak point" by math: lets supposed that the weak point is 1.5 units above the center and have a radius of 0.3 (like the head is above of torso, or a turret above the tank...)

 void OnCollisionEnter(Collision collision)
 {
     foreach (ContactPoint contact in collision.contacts)
     {

         if(contact.thisCollider.CompareTag("Tank")){
             //calculate the headpos in global space
             Vector3 headPos = transform.position + transform.up*1.5f;
             //check if the contact was close to the weak point (inside the weak area)
             if((contact.point - headpos).sqrMagnitude < 0.3*0.3){
                 //add damage to head here
             }else{
                 //add damage to the rest of the tank here
             }
             addDecal (contact.point);
         }
     }
 }


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avatar image Metabridge-Interactive · Feb 05, 2019 at 11:01 PM 0
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Hi,

thanks for your answer, but thats not that what i need, i need to create the colliders at runtime at the U$$anonymous$$A Character-

U$$anonymous$$A is creating one complete $$anonymous$$esh, its not seperated in head and body thats why its get tricky.

avatar image xxmariofer Metabridge-Interactive · Feb 05, 2019 at 11:07 PM 0
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you can use the AddComponent to add a sphere collider at the head position, that doesnt work?

avatar image Metabridge-Interactive xxmariofer · Feb 06, 2019 at 10:12 AM 0
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Would work, but how to get the head position?

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avatar image DCordoba Metabridge-Interactive · Feb 05, 2019 at 11:29 PM 0
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yep, a single mesh, but the old U$$anonymous$$A had a child gameObject for each bone modifier of the mesh, who can be modified attaching a collider to each one, that was modified? sorry I dont use that since a year

avatar image Metabridge-Interactive DCordoba · Feb 06, 2019 at 06:24 AM 0
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ahh you mean i should create them on the bones?

https://gyazo.com/82767a06741abe482e3ee9312ea7ab63

I'm working at a online U$$anonymous$$A integration, i have to put many scripts at the main U$$anonymous$$A char (liek char controller, health, etc pp) and i render the bones in the editor cause i have to put some scripts before the main object get active, otherwise i dont get them right in sync.

is there an way to recalculate the bones at runtime? so dont delete and add them again, just set the correct size and posision?

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