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 PaulECoyote · Nov 27, 2013 at 07:30 AM · 2dcollisionmeshproceduralarchitecture

Best approach for collision in shape combination game?

I am not very familiar with Unity yet and I was looking for advice on the best approach for combining shapes in a game in real time to make bigger shapes. For those from the UK think "fuzzy felts". For gamers think Katamari damacy but in a mostly 2d kind of way.

So far for my prototype I have been generating double sided polygons with 3-12 sides and attaching 3D versions of Rigidbody and freezing z and x + y rotations. Plus setting the inertial tensor to 1 and rotation to identity because the physics system cannot work out those values for a plane. As the mesh is so simple I've been reusing the generated shared mesh from the filter with a mesh collider.

I've been able to apply forces to the shapes to move them around, but the collision seems to be way off when testing - colliding way before the mesh - as if the collision mesh were bigger or translated? As it is being generated I'm not sure the best way of visualising it either.

I have seen other posts that suggest using bounds in update rather than physics in fixed update. I'd like to be able to "blow" things around so it would be nice to keep the physics. But for the game to be fun collision needs to be spot on or it will be really irritating.

Plus there is this new nice looking Unity 2d system - though does that assume all sprites are quads and then many colliders drawn over them? I could do that with my shapes, perhaps even generate many colliders for my generated polygons... but that seems wasteful as the meshes are so simple anyway. Also examples for this new system seem understandably a little thin on the ground.

This project is a bit of a Unity learning experience for me so I'm happy to try out any approaches that you Unity experts think is best.

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

0 Replies

· Add your reply
  • Sort: 

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

16 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 avatar image avatar image avatar image avatar image

Related Questions

Having an array of points(vector2), how do I create a 2d terrain? (new to unity) 2 Answers

Generate collision mesh from 2d texture? 0 Answers

2D Procedural Voxel Collision, how? 2 Answers

minimize vertex artifacting for procedural mesh manipulations - vertex collision same object? 0 Answers

Convex Mesh Collider on Procedurally generated mesh does not conform.. 2 Answers


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