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Question by impojr · Sep 20, 2017 at 11:47 AM · 2dcollisioncollider2d

2D Getting Arrow to stick to what it has collided with

I'm trying to make it so that when my arrow gameobject collides with something - it stops moving (so it looks like it's sticking out from the ground, wall, or any enemy).

Right now it stops velocity, but unless I shoot it down it just rotates in place without moving. Would anyone be able to help me?

Here's my collision function on my arrows:

     void OnCollisionEnter2D(Collision2D coll) {
         fired = false;
         GetComponent<Rigidbody2D> ().velocity = new Vector2(0,0);
         GetComponent<Rigidbody2D>().isKinematic = true;
         GetComponent<Rigidbody>().constraints = RigidbodyConstraints.FreezePositionX | RigidbodyConstraints.FreezePositionY;
     }

Also, should I attach the arrow as a child to whatever it hits? Would that make it move with whatever it hits? Thanks in advance!

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Answer by wornTunic · Sep 20, 2017 at 12:47 PM

Maybe change it to:

 GetComponent<Rigidbody>().constraints = RigidbodyConstraints.FreezeAll;

This freezes motion and rotation for all axes.

Edit: Didn't see the second part of your question. Yes, you should do something like:

 this.gameObject.transform.parent = coll.gameObject.transform;

in order to make it move with the thing it hit.

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avatar image impojr · Sep 20, 2017 at 01:16 PM 0
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Adjusting the rigidbody restraints still results in the arrow rotating in place - but thank you for child code!

avatar image wornTunic impojr · Sep 20, 2017 at 02:05 PM 0
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@impojr Just noticed this, but it might be that there isn't a good way to translate constraints to rigidbody2D from general RigidbodyConstraints. So, you can try this:

 GetComponent<Rigidbody2D>().constraints = RigidbodyConstraints2D.FreezeAll;
avatar image impojr wornTunic · Sep 21, 2017 at 09:54 AM 0
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I always forget about adding the 2D! It works perfectly now, thank you! :)

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