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Question by asdfman123 · Oct 10, 2013 at 08:41 PM · collisionraycasting

Help with raycasting collision detection.

I was playing around with this c# script for collision detection in a side scroller game. It only detected collisions on the Y, axis so i decided to modify it, to make it detect collisions along the x axis, and currently the collisions will only work if you are stopped a short distance from the object you're colliding with, and then collide with it. Here is the code for the collision detection: using UnityEngine; using System.Collections;

 [RequireComponent (typeof(BoxCollider))]
 public class PlayerPhysics : MonoBehaviour {
     
     public LayerMask collisionMask;
 
     private BoxCollider collider;
     private Vector3 s;
     private Vector3 c;
     
     private float skin = .005f;
     
     [HideInInspector]
     public bool grounded;
     
     Ray Yray;
     RaycastHit Yhit;
     
     Ray Xray;
     RaycastHit Xhit;
     
     void Start() {
         collider = GetComponent<BoxCollider>();
         s = collider.size;
         c = collider.center;
     }
     
     void Update()
     {
         s = collider.size;
         c = collider.center;
     }
 
     public void Move(Vector2 moveAmount) {
         
         float deltaY = moveAmount.y;
         float deltaX = moveAmount.x;
         Vector2 p = transform.position;
         
         // Check collisions above and below
         grounded = false;
         
         for (int i = 0; i<3; i ++) {
             float dir = Mathf.Sign(deltaY);
             float x = (p.x + c.x - s.x/2) + s.x/2 * i; // Left, centre and then rightmost point of collider
             float y = p.y + c.y + s.y/2 * dir; // Bottom of collider
             
             Yray = new Ray(new Vector2(x,y), new Vector2(0,dir));
             Debug.DrawRay(Yray.origin,Yray.direction);
             if (Physics.Raycast(Yray,out Yhit,Mathf.Abs(deltaY), collisionMask)) {
                 // Get Distance between player and ground
                 float dst = Vector3.Distance (Yray.origin, Yhit.point);
                 
                 // Stop player's downwards movement after coming within skin width of a collider
                 if (dst > skin) {
                     deltaY = dst * dir + skin;
                 }
                 else {
                     deltaY = 0;
                 }
                 
                 grounded = true;
                 
                 break;
                 
             }
         }
         
         for (int i = 0; i<3; i ++) {
             float dir = Mathf.Sign(deltaX);
             float x = p.x + c.x + s.x/2 * dir;//Right of the collider
             float y = (p.y + c.y - s.y/2) + s.y/2 * i;// Top, middle, and bottom of the collider.
             
             Xray = new Ray(new Vector2(x,y), new Vector2(dir, 0));
             Debug.DrawRay(Xray.origin, Xray.direction);
             Debug.DrawLine(Xray.origin, Xhit.point);
             float rng = Mathf.Abs((deltaX == 0)? 0.005f:deltaX);
             Debug.Log(rng);
             if (Physics.Raycast(Xray,out Xhit, Mathf.Abs(deltaX),collisionMask)) {
                 // Get Distance between player and object infront of him.
                 float dst = Vector3.Distance (Xray.origin, Xhit.point);
                 
                 // Stop player's horizontal movement after coming within skin width of a collider
                 if (dst > skin) {
                     deltaX = dst * dir + skin;
                 }
                 else {
                     deltaX = 0;
                 }
                 
                 
                 
                 break;
                 
             }
         }
         
     
         
         Vector2 finalTransform = new Vector2(deltaX,deltaY);
         transform.Translate(finalTransform);
     }
     
 }

And here is the code calling that:

 using UnityEngine;
 using System.Collections;
 
 [RequireComponent(typeof(PlayerPhysics))]
 public class PlayerController : MonoBehaviour {
     
     // Player Handling
     public float gravity = 20;
     public float speed = 8;
     public float acceleration = 30;
     public float jumpHeight = 12;
     
     private float currentSpeed;
     private float targetSpeed;
     private Vector2 amountToMove;
     
     private PlayerPhysics playerPhysics;
     
     BoxCollider boxCollider;
 
     void Start () {
         boxCollider = GetComponent<BoxCollider>();
         playerPhysics = GetComponent<PlayerPhysics>();
     }
     
     void Update () {
         targetSpeed = Input.GetAxisRaw("Horizontal") * speed;
         currentSpeed = IncrementTowards(currentSpeed, targetSpeed,acceleration);
         
         if (playerPhysics.grounded) {
             amountToMove.y = 0;
             
             // Jump
             if (Input.GetButtonDown("Jump")) {
                 amountToMove.y = jumpHeight;    
             }
         }
         
         //Crouch
         if (Input.GetKeyDown(KeyCode.LeftShift))
         {
             transform.localScale -= new Vector3(0, transform.localScale.y/2, 0);
             boxCollider.size -= new Vector3(0, boxCollider.size.y/2, 0);
         }
         
         //Uncrouch
         if (Input.GetKeyUp(KeyCode.LeftShift))
         {    
             transform.position += new Vector3(0, 1, 0);
             transform.localScale += new Vector3(0, transform.localScale.y, 0);
             boxCollider.size += new Vector3(0, boxCollider.size.y, 0);
             
             
         }
         
         
         amountToMove.x = currentSpeed;
         amountToMove.y -= gravity * Time.deltaTime;
         playerPhysics.Move(amountToMove * Time.deltaTime);
     }
     
     // Increase n towards target by speed
     private float IncrementTowards(float n, float target, float a) {
         if (n == target) {
             return n;    
         }
         else {
             float dir = Mathf.Sign(target - n); // must n be increased or decreased to get closer to target
             n += a * Time.deltaTime * dir;
             return (dir == Mathf.Sign(target-n))? n: target; // if n has now passed target then return target, otherwise return n
         }
     }
 }


Please forgive me, as I'm a unity newbie.

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