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 artificialfool · Mar 04, 2012 at 02:03 AM · platformerradiuscapsulecollider

getting the radius of a capsule collider

I'm trying to make a 2D mario galaxies style platformer where there are a ton of small planets and the player falls towards the nearest planet.

What I have now simply checks what distance the player is from all the planet objects, selects the closest, and has the player's gravity set to the center of that planet.

This should work, but for planets with large radii, the player almost never can get close enough to the planet, so i want to subtract the radius of the planet.

I've tried accessing CapsuleCollider.radius but it always returns 0.5 and transform.localScale.x / 2.0 also doesn't return the right value.

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

1 Reply

· Add your reply
  • Sort: 
avatar image
0
Best Answer

Answer by AlwaysSunny · Mar 04, 2012 at 07:03 AM

A CapsuleCollider's radius will always be .5, and the height will always be 2, unless you change them yourself. (I think...)

It also scales with the object. In other words, your object's scale determines the "real-world" scale of the collider. Whether your object scale is 1x1x1 or 10x10x10, the collider's radius will still be .5, even though the collider encompasses different amounts of space.

You've probably got the right idea using localScale instead, assuming you're using localScale to manipulate the size of the planet(s).

As an alternative, consider adding a second game object as a child with its own capsule (or sphere?) collider, and use that one for your collision check instead.

Or, if you're working with spherical areas for planets anyway, consider using a simple distance check instead of colliders. Might be easier.

Comment
Add comment · Show 1 · Share
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
avatar image artificialfool · Mar 04, 2012 at 08:30 AM 0
Share

Right now I'm just checking distance to player $$anonymous$$us the planet.transform.localScale.x / 4.0 which roughly works although is a total hack because I had to send it to usability in an hour.

I may just have to make a child object with a separately scaled capsule collider as you said, but I suspect there's a right way to get the calculation out of the localScale.x (the planets are perfect circles so the x and y of the localScale are the same, theoretically it's diameter).

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

5 People are following this question.

avatar image avatar image avatar image avatar image avatar image

Related Questions

How to calculate distance between sphere and tangent plane for determining grounded state? 0 Answers

2D 360 degress platformer example needed 0 Answers

Drawing capsule gizmos and keeping it with the object scale 2 Answers

Collision between CircleCollider2D and BoxCollider2D causing physics problems 0 Answers

Activate one object, others appear, with GUI 1 Answer


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