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DontGoThroughThings cant handle respawn?
Hello,
I am using DontGoThroughThings, because my marble falled under the map.
It is working fine untill the player respawns. Then then marble goes crazed, and spawns under the map a little, but just enought to fall to the ocean. This triggers another respawn, and it goes like this forever. I have tried to deactivate the script before the respawn, and reactivate it after the player is spawned, but I still have the problem.
Any suggestions?
You should use continuous collision detection ins$$anonymous$$d, like I mentioned before. DontGoThroughThings is a hack that only existed because continuous collision wasn't added until Unity 3.
"Continuous collision detection is supported for Box-, Sphere- and CapsuleColliders."
Source: http://unity3d.com/support/documentation/$$anonymous$$anual/Physics.html
Oh! Is DontGoThroughThings no longer useful as of Unity3.0? (I'm asking because I put it in the 'FABQ-Linklist', I'd remove it if it's 'depreciated')
'as you mentioned before' (where?) could you possibly edit the wiki-page to add this information?
(sorry to ask a question in a comment...) Greetz, $$anonymous$$y.
I've still found numerous cases in Unity 3 where DontGoThroughThings has helped with high speed collisions. It is still very useful in my opinion and should not be 'deprecated' at all.
Answer by Dreeka · Jul 29, 2011 at 06:40 PM
I have managed to fix it by doing the following: I have added a new trigger event right before the respawn collider. It has deactivated the script, then the marble has been respawned. Then, after 1.5 seconds, I have reactivated the script. This way, it looks like it is working.
Answer by TheDarkVoid · Jul 29, 2011 at 05:12 PM
hav the respawn position set above the map so that gravity pulls it down to the map.
I have noticed one thing. This problem only occures if the marble hits something with the sides while falling.
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