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Question by Joebear · Dec 20, 2015 at 06:30 PM · collisioncollision detectioncollisiondetectionrigidbody-collisionpassing thru

Stop objects from going through eachother?

I've had this problem for too long now. It's really simple. The object is a slow moving zombie that goes through walls. They both have colliders and rigidbodies. I've tried mesh colliders, but those don't work either. I have this script: using UnityEngine; using System.Collections;

 public class DontGoThroughThings : MonoBehaviour
 {
        // Careful when setting this to true - it might cause double
        // events to be fired - but it won't pass through the trigger
        public bool sendTriggerMessage = false;     
  
     public LayerMask layerMask = -1; //make sure we aren't in this layer 
     public float skinWidth = 0.1f; //probably doesn't need to be changed 
  
     private float minimumExtent; 
     private float partialExtent; 
     private float sqrMinimumExtent; 
     private Vector3 previousPosition; 
     private Rigidbody myRigidbody;
     private Collider myCollider;
  
     //initialize values 
     void Start() 
     { 
        myRigidbody = GetComponent<Rigidbody>();
        myCollider = GetComponent<Collider>();
        previousPosition = myRigidbody.position; 
        minimumExtent = Mathf.Min(Mathf.Min(myCollider.bounds.extents.x, myCollider.bounds.extents.y), myCollider.bounds.extents.z); 
        partialExtent = minimumExtent * (1.0f - skinWidth); 
        sqrMinimumExtent = minimumExtent * minimumExtent; 
     } 
  
     void FixedUpdate() 
     { 
        //have we moved more than our minimum extent? 
        Vector3 movementThisStep = myRigidbody.position - previousPosition; 
        float movementSqrMagnitude = movementThisStep.sqrMagnitude;
  
        if (movementSqrMagnitude > sqrMinimumExtent) 
         { 
           float movementMagnitude = Mathf.Sqrt(movementSqrMagnitude);
           RaycastHit hitInfo; 
  
           //check for obstructions we might have missed 
           if (Physics.Raycast(previousPosition, movementThisStep, out hitInfo, movementMagnitude, layerMask.value))
               {
                  if (!hitInfo.collider)
                      return;
  
                  if (hitInfo.collider.isTrigger) 
                      hitInfo.collider.SendMessage("OnTriggerEnter", myCollider);
  
                  if (!hitInfo.collider.isTrigger)
                      myRigidbody.position = hitInfo.point - (movementThisStep / movementMagnitude) * partialExtent; 
  
               }
        } 
  
        previousPosition = myRigidbody.position; 
     }
 }

and it doesn't work. I even tried adding it to all of the other objects around the zombie, but it still doesn't work. If someone can't provide an answer as to why this script doesn't work, can someone just provide any answer to this? I need it done by Christmas, it's just a simple object collision retainment. I don't understand why nothing's working. Thanks

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avatar image Joebear · Dec 20, 2015 at 06:32 PM 0
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Here's the movement script: (It follows the player) (javascripted) var target : Transform; var moveSpeed = 20; var rotationSpeed = 5; var myTransform : Transform;

 function Awake() {
         myTransform = transform;
 }
  
 function Start() {
  
         target = GameObject.FindWithTag("Player").transform;
 }
  
 function Update () {
    
     myTransform.rotation = Quaternion.Slerp(myTransform.rotation,
     Quaternion.LookRotation(target.position - myTransform.position), rotationSpeed*Time.deltaTime);
     myTransform.position += myTransform.forward * moveSpeed * Time.deltaTime;
 }

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