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Question by chaneya · Jan 10, 2011 at 08:09 PM · collisiontrackseams

How to avoid Collisions with seams

I've been searching for an answer to this for a while and have yet to find a solution. I'm sure there is something very simple I am missing.

My player character is simply a Capsule Collider completely physics controlled. When he jumps and hits the ground, OnCollisionEnter(Collision collision) is activated. Inside the OnCollisionEnter event, I alter the associated sprite animation with a JumpEnd animation. This works fine except OnCollisionEnter is being activated when he runs across the seams of my tracks(Box Colliders). I thought Vertex Snapping would eliminate the seams but this is obviously not the case.

Am I doing something wrong regarding handling seams between the boxes I am using for ground? Or is it my code that is the problem?

Here is the OnCollisionEnter code:

//Check for collisions to determine when the player is on the ground public void OnCollisionEnter (Collision collision) { //Calculate angle between the up vector and the collision contact's normal float collisionAngle = Vector3.Angle (collision.contacts[0].normal, Vector3.up); if (collisionAngle < 40.0) { //If the angle difference is small enough, accept collision as hitting the ground onGround = true; //Player is grounded playerRigidbody.drag = onGroundDrag; //Restore original drag value playerAnime = PlayerAnime.JumpEnd2; //Alter Animation }

     //From Docs...Prints the two objects colliding
     foreach (ContactPoint contact in collision.contacts) 
     {
         print (contact.thisCollider.name + " hit " + contact.otherCollider.name);
         Debug.DrawRay (contact.point, contact.normal, Color.white);
     }
 }``

Thanks for any help.

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Answer by Eric5h5 · Jan 10, 2011 at 08:41 PM

It would be a bug if OnCollisionEnter wasn't called, since it's a different object, regardless of whether there are seams or not. You could try something like checking for height differences, so only falling + colliding makes the JumpEnd animation play, and simply moving horizontally doesn't.

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