- Home /
Multiple collision areas within plane
Hi there,
In my retro-styled "pseudo 3D" game, I have a flat plane as the playfield with the walls/doors etc drawn onto it, like the old SNES Mode7 days. The question I have is, what is the best way to do collision? For example, certain areas (like water etc) slow the main character down and others make him stop. I have built the walls with invisible objects and was going to do the same for the water areas etc, but the problem is, they are a lot more detailed... not just cubes... this would take MANY gameobjects to achieve correct collision detection.
Is this the way I need to do it or is there some way to detect colours like in the "olden days" and use that instead? Perhaps a collision map as opposed to a light/bump map? Is this achievable or is collision only determined by meshes?
Cheers!!!
The other option I thought of would be to model a collision mesh (height-mapped) within a 3D app but that would stop me being able to make small tweaks within Unity.
Your answer
Follow this Question
Related Questions
2D collisions on a Texture2D with transparent areas 2 Answers
I want to collisionbetween planes 1 Answer
OnTriggerEnter2D problem on created collider2d and rigidbody2d during runtime 0 Answers
High speed 2D colliders going through eachother? 2 Answers
Pausing/Waiting/Stopping code in a 2D Collision Function 1 Answer