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 /
avatar image
0
Question by SquigglyFrog · Jan 06, 2016 at 04:37 AM · nguipolygon collider 2dintersection

Using ngui and checking whether 2 2D polygon colliders intersect

Ok, working on creating one of those lovely spinning bonus wheels. So I have created a simple wheel, dividing into 8 sections. Each section has a ui2dsprite set up with a 2d polygon collider on it covering the whole wedge.

I have another ui2dsprite that sits on top, the ticker if you will, also set up with a collider. I've tried using polygon2d as well as boxcollider2d built into ngui.

My problem is for the last several hours I've been trying and failing to figure out how to determine if one of those sections intersects with the ticker. All of the normal bounds.intersects and all seem to return nothing. I tried multiple ways of checking, some are below. The raycast actually indicates a hit, but then always says hit is null..

 Ray ray = Camera.main.ScreenPointToRay(mousePosition);
 RaycastHit2D hit = Physics2D.Raycast(ray.origin, ray.direction);
 if (hit == null)
 {
        Debug.LogError("No hit");
 }
 else
 {
        Debug.LogError("Hit something");
        Debug.LogError(hit.transform.name); 
 }
 
 // *****************
 
 if (pointyThing.GetComponent<PolygonCollider2D>().IsTouching(wedges[x].GetComponent<PolygonCollider2D>()))
 {
         Debug.LogError("collided");
 }
 
 // *****************
 
 if (pointyThing.GetComponent<Renderer>().bounds.Intersects(wedges[x].GetComponent<Renderer>().bounds))
 {
         Debug.LogError("collided");
 }

If this wont work, how would you go about setting this up?

Sample image if it helps:

alt text

Help me while I still have hair!!

bonusspin.png (163.4 kB)
Comment
Add comment
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

0 Replies

· Add your reply
  • Sort: 

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Follow this Question

Answers Answers and Comments

37 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

Related Questions

Finding an origin for two rays 0 Answers

NGUI depth issue 0 Answers

Clamp camera within bounds of a Polygon Collider? 1 Answer

Bounds.IntersectRay behavior when origin is inside bounds? 0 Answers

Polygon Collider vs Edge Collider Performance 1 Answer


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