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Question by Arishtanemi1998 · Sep 30, 2014 at 06:30 AM · collisioncollidergravityobjects

Collision in between 2 objects moving away from each other?

I have a cube and a terrain in which the cube is moving away from the terrain at a regular pace . what i need is to enable gravity for any object that comes in between both of the objects(terrain & cube),much like an extensible collider .Is there any way to implement this using colliders or other stuff.thanks in advance.

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Answer by sevensixtytwo · Sep 30, 2014 at 12:48 PM

You can use a CapsuleCastAll.

CapsuleCastAll

Essentially, it's a Capsulecast that stores all colliders within the Cast in an array. So you'll have to call it every update and specify where it starts and ends. Like so:

 //Get distance of cube from floor
 var distance : float = Vector3.Distance(cube.position,floor.position);
 var hits : RaycastHit[];
 hits = Physics.CapsuleCastAll (cube.position, cube.down * distance, 1.0, cube.down, distance);
 
 for (var i = 0; i < hits.Length; i++) {
       //Apply Gravity;
       hits[i].rigidbody.AddForce(Vector3.down * Physics.gravity);
       }


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avatar image Arishtanemi1998 · Oct 01, 2014 at 06:00 AM 0
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nice one sevensixtytwo thank you .script is perfect for my use. but can u tell me how to get the distance from terrain to cube which may be diagonal too.

avatar image sevensixtytwo · Oct 01, 2014 at 06:26 AM 0
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You can probably Raycast downwards from the cube.

 var terrain$$anonymous$$ask : Layer$$anonymous$$ask;
 var distance : float;
 var groundHit : RaycastHit;
 if (Physics.Raycast(cube.position,cube.down,groundHit,1000.0f,terrain$$anonymous$$ask) {
       distance = groundHit.distance;
       }

Use this ins$$anonymous$$d of Vector3.Distance to get the distance from the cube and whatever is directly below it up to a distance of 1000.0f

You might have to setup a Layer $$anonymous$$ask to detect only your terrain and not any other objects below the cube.

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