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Cube clips and falls through wall when held
Hello im making a game where i need to pickup a cube and throw it away but i ran into a problem. When i hold the cube and look into a wall or ground it clips through it i have a video here: https://imgur.com/a/qu3PZ8F and here is my code:
  using System.Collections;
  using System.Collections.Generic;
  using UnityEngine;
  
  public class pickup : MonoBehaviour
  {
      public Camera cameraa;
      public bool pickedup;
      public Rigidbody cube;
      public GameObject cubeobj;
      public Collider objcoll;
      public Collider playercoll;
      public int push;
     
      void Update()
      {
          
          if (Input.GetMouseButtonDown(0) && pickedup == false)
          {
              RaycastHit hit;
              Ray ray = cameraa.ScreenPointToRay(Input.mousePosition);
  
              if (Physics.Raycast(ray, out hit))
              {
                  Transform objectHit = hit.transform;
  
                  if (objectHit.tag == "liftable")
                  {
                      Debug.Log("Hit Liftable");
  
                      
                      cubeobj.transform.parent = cameraa.transform;
                   
                    Physics.IgnoreLayerCollision(9, 8); // Ignores collision with player 
                      cube.useGravity = false; //Turns of gravity
                      
                      cube.constraints = RigidbodyConstraints.FreezeAll; //Freezes movement and rotation
                      pickedup = true;
  
  
                     
                      
  
                  }
              }
          }
  
          if (Input.GetMouseButtonDown(1) && pickedup == true)
          {
              //throw away
              Debug.Log("throw");
              cube.constraints = RigidbodyConstraints.None;
              cube.useGravity = true;
              cube.transform.parent = null;
              Physics.IgnoreLayerCollision(8, 9, false);
              cube.AddForce(transform.forward * push);
              pickedup = false;
                  
          }
  
  
  
      }
      
  }
  
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