Wayback Machinekoobas.hobune.stream
May JUN Jul
Previous capture 13 Next capture
2021 2022 2023
1 capture
13 Jun 22 - 13 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 /
avatar image
0
Question by unity_SYn6n_UJt0YvaQ · Jan 03, 2021 at 04:08 PM · multiplayerunity 2dupdatemultiplayer-networkingmirror

how to ignore collision on player object in unity multiplayer(2 player) using mirror or unet(depreciated)

am creating a multiplayer block-breaker game. I have 2 players spawns with each having 1 ball & 1 paddle. I want the ball of player 1 to not hit the paddle of player 2 & vice versa.

I tried the code below, but it only runs the second time; the first time the player 1 ball hits the paddle of player 2, it doesn't ignore it, but on the second time, it resolves. private void OnCollisionEnter2D(Collision2D collision) { if (collision.collider.IsTouching(this.gameObject.GetComponent())) { NetworkIdentity networkIdentity = collision.gameObject.GetComponent(); if (networkIdentity != null && collision.gameObject.CompareTag("Paddle")) {

             NetworkIdentity playerNetworkIdentity = this.gameObject.GetComponent<NetworkIdentity>();
             Debug.Log("netid" + networkIdentity.connectionToClient.connectionId + "PlayerNetId" + playerNetworkIdentity.connectionToClient.connectionId);
             if (networkIdentity.connectionToClient.connectionId != playerNetworkIdentity.connectionToClient.connectionId)
             {
                 Debug.Log("inside network identity checker in collision");
                 //Physics2D.IgnoreCollision(collision.gameObject.GetComponent<Collider2D>(), GetComponent<Collider2D>());
                 Physics2D.IgnoreCollision(collision.gameObject.GetComponent<Collider2D>(), this.GetComponent<Collider2D>(),true);
             }
         }
     }

}

The specific code Physics2D.IgnoreCollision(collision.gameObject.GetComponent(), this.GetComponent(),true); usually doesn't stop the ball hitting the paddle of the other player first time, but works the second time.

Additionally, it would be nice to know if there is a better way to check in place of above code. In the best case scanario, I would be able to specify at the start of the game that all player 1 objects can not collide with player 2, but any other collision can happen.,I am creating a multiplayer block-breaker game. I have 2 players spawns with each having 1 ball & 1 paddle. I want the ball of player 1 to not hit the paddle of player 2 & vice versa.

I tried the code below, but it only runs the second time; the first time the player 1 ball hits the paddle of player 2, it doesn't ignore it, but on the second time, it resolves. private void OnCollisionEnter2D(Collision2D collision) { if (collision.collider.IsTouching(this.gameObject.GetComponent())) { NetworkIdentity networkIdentity = collision.gameObject.GetComponent(); if (networkIdentity != null && collision.gameObject.CompareTag("Paddle")) {

             NetworkIdentity playerNetworkIdentity = this.gameObject.GetComponent<NetworkIdentity>();
             Debug.Log("netid" + networkIdentity.connectionToClient.connectionId + "PlayerNetId" + playerNetworkIdentity.connectionToClient.connectionId);
             if (networkIdentity.connectionToClient.connectionId != playerNetworkIdentity.connectionToClient.connectionId)
             {
                 Debug.Log("inside network identity checker in collision");
                 //Physics2D.IgnoreCollision(collision.gameObject.GetComponent<Collider2D>(), GetComponent<Collider2D>());
                 Physics2D.IgnoreCollision(collision.gameObject.GetComponent<Collider2D>(), this.GetComponent<Collider2D>(),true);
             }
         }
     }

} The specific code Physics2D.IgnoreCollision(collision.gameObject.GetComponent(), this.GetComponent(),true); usually doesn't stop the ball hitting the paddle of the other player first time, but works the second time.

Additionally, it would be nice to know if there is a better way to check in place of above code. In the best case scenario, I would be able to specify at the start of the game that all player 1 objects can not collide with player 2, but any other collision can happen.

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

203 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 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 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 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 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 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

I want to make a powerup with a an associated timer on the server side using mirror 1 Answer

Character isn't moving in multiplayer with buttons. 0 Answers

How to handle raycast shooting in multiplayer (Mirror)? 0 Answers

Multiplayer Game Highlight Material 0 Answers

Teams in a Multiplayer Game using Mirror 0 Answers


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