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 Michel Verheughe · Mar 25, 2013 at 12:45 PM · gameobjectcollidercube

Collider on an empty object or a cube?

When I make a collider such as walls, I make an empty GameObject then add a Box Collider and it works fine. But when I look how AngryBots is made, I see that the colliders are a cube GameObject, with a Box Collider. But the Cube is left at its default size, only the Box Collider is resized to the actual desired effect. The Mesh Renderer of the Cube is not active because, of course, you don't want to see it.

Now, I wonder why AngryBots is made like that and not simply with empty GameObjects? Should I change my project? And, why? TIA!

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
1

Answer by whydoidoit · Mar 25, 2013 at 12:48 PM

It's so you can easily see them by turning on the renderers - it helps with debugging.

Comment
Add comment · Show 6 · 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 Owen-Reynolds · Mar 25, 2013 at 02:33 PM 0
Share

But then Transform would be scaled and the box collider left at 1,1,1 (which I agree is good for positioning the darn things.)

If you watch new users, they just tend to go right for the BoxCollider sizes (which makes sense -- it isn't obvious that colliders inherit the Transform scale.) I'm thinking that's the point. AngryBots is meant to be easy to understand for new users.

avatar image whydoidoit · Mar 25, 2013 at 03:13 PM 0
Share

AngryBots is certainly an interesting complex project, not necessarily the way I'd do things though... However, I'm just looking at my rendered colliders right now to see what's wrong in the game view!

avatar image Michel Verheughe · Mar 25, 2013 at 03:15 PM 0
Share

Well, I am a new user and I find it confusing. The manual says that, to make a compound colliders, you should make children objects and attach a primitive collider to them. I understand it as, empty GameObjects.

Incidentally, I made a ship simulator, compiled for Adobe Flash. About one hour after running the simulator, all my browsers crash with a Fatal Error Null message. Unity3D QA is informed and "working on it." $$anonymous$$eanwhile, I try to simplify my codes to see if it causes a memory/array/buffer overflow of some kind. This is why I compare "my way" with "AngryBots' way" ... :-)

avatar image whydoidoit · Mar 25, 2013 at 04:17 PM 0
Share

Well I make basic capsules, spheres and cubes - as I say - very much easier to see what's going to be hit.

avatar image Michel Verheughe · Mar 25, 2013 at 05:18 PM 0
Share

Perhaps but I started program$$anonymous$$g my Commodore Pet with only 32 $$anonymous$$b in 1979 and for me, a byte too much is a byte too much! ;-) This is also my comments to object-oriented program$$anonymous$$g: it demands muuuuuch too many codes. But I understand that, when several people are working together at one project, it is the only way to "firewall" different routines. In my book, less is more! ;-)

Show more comments

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

12 People are following this question.

avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image

Related Questions

Why do Instantiated GameObjects Colliders only work on player i am controlling,nothing else? 2 Answers

Rigidbody + Character Controller = flight? 1 Answer

Struggle with vollider detection 1 Answer

How do i detect if a certain cube is being touched? 6 Answers

OnCollisionEnter Collision not detected? 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