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C# Collision Detection Help
Hi everyone, so I have been trying to come up with my own method of collision detection. But I don't think it's working. I'm using a character controller so I tried collisionFlags = controller.Move(destinationPosition * Time.deltaTime); . The Unity manual says that controller.Move always detects collisions. But it's still not detecting the collision.Any idea what's wrong? Also if the code below isn't properly indented could someone please tell me how to?
 /* 
  * Esse Script movimenta o GameObject quando você clica ou
  * mantém o botão esquerdo do mouse apertado.
  * 
  * Para usá-lo, adicione esse script ao gameObject que você quer mover
  * seja o Player ou outro
  * 
  * Autor: Vinicius Rezendrix - Brasil
  * Data: 11/08/2012
  * 
  * This script moves the GameObeject when you
  * click or click and hold the LeftMouseButton
  * 
  * Simply attach it to the gameObject you wanna move (player or not)
  * 
  * Autor: Vinicius Rezendrix - Brazil
  * Data: 11/08/2012 
  *
  */
  
 using UnityEngine;
 using System.Collections;
  
 public class moveOnMouseClick : MonoBehaviour {
     private Transform myTransform;                // this transform
     private Vector3 destinationPosition;        // The destination Point
     private float destinationDistance;            // The distance between myTransform and destinationPosition
     public float hitdist = 0.0f;
     public float moveSpeed;                        // The Speed the character will move
     public RaycastHit hit;
     public CharacterController controller;
     public CollisionFlags collisionFlags;
  
     void Start () {
         myTransform = transform;                            // sets myTransform to this GameObject.transform
         destinationPosition = myTransform.position;            // prevents myTransform reset
     }
  
     void Update () {
  
         // keep track of the distance between this gameObject and destinationPosition
         destinationDistance = Vector3.Distance(destinationPosition, myTransform.position);
  
         if(destinationDistance < .5f){        // To prevent shakin behavior when near destination
             moveSpeed = 0;
         }
         else if(destinationDistance > .5f){            // To Reset Speed to default
             moveSpeed = 3;
         }
  
         if (!Physics.Raycast(transform.position,  Vector3.forward,  out hit, 10)){
         // Moves the Player if the Left Mouse Button was clicked
         if (Input.GetMouseButtonDown(0)&& GUIUtility.hotControl ==0) {
  
             Plane playerPlane = new Plane(Vector3.up, myTransform.position);
             Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition);
             hitdist = 0.0f;
  
             if (playerPlane.Raycast(ray, out hitdist)) {
                 destinationPosition = ray.GetPoint(hitdist);
             collisionFlags = controller.Move(destinationPosition * Time.deltaTime);
             }
         }
  
         // Moves the player if the mouse button is hold down
         else if (Input.GetMouseButton(0)&& GUIUtility.hotControl ==0) {
  
             Plane playerPlane = new Plane(Vector3.up, myTransform.position);
             Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition);
             float hitdist = 0.0f;
  
             if (playerPlane.Raycast(ray, out hitdist)) {
                 destinationPosition = ray.GetPoint(hitdist);
                 collisionFlags = controller.Move(destinationPosition * Time.deltaTime);
                 }
             }
         }
  
         // To prevent code from running if not needed
         if(destinationDistance > .5f){
             myTransform.position = Vector3.MoveTowards(myTransform.position, destinationPosition, moveSpeed * Time.deltaTime);
         }
     }
 }
 
              without even reading the code, I'm guessing repeated question: http://answers.unity3d.com/questions/55179/cheapest-way-to-catch-collisions-on-very-fast-movi.html
I'm not using a rigidbody. I'm using a character controller.
Well, in any case, you could use that script and adapt to yours. It didn't need to use rigidbody there. It's only assu$$anonymous$$g you are already using one for collision detection, and so it would act as a backup, and for whatever reason getting position from the rigidbody rather than the transform. 
How do you know it's not catching the collisions? Nothing here checks the collisionFlags. Note that the flags will be reset each frame. In addition, they are a set of flags, so you will need to test with the '&' operator since multiple flags can be set. See CollisionFlags reference.
I just tried out one of the CollisionFlags settings and the Character Controller still goes through the gameObject.
Your answer
 
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