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 0mr_ashutosh0 · Dec 11, 2014 at 05:44 AM · collisionraycastboxcolliderboxcollider2dlayermask

BoxCollider2D is not working as expected

 // PlayerController Script
 
 using UnityEngine;
 using System.Collections;
 
 [RequireComponent(typeof(PlayerPhysics))]
 public class PlayerController : MonoBehaviour {
     
     // Player Handling
     public float gravity = 20;
     public float speed = 8;
     public float acceleration = 30;
     public float jumpHeight = 12;
     
     private float currentSpeed;
     private float targetSpeed;
     private Vector2 amountToMove;
     
     private PlayerPhysics playerPhysics;
     
 
     void Start () {
         playerPhysics = GetComponent<PlayerPhysics>();
     }
     
     void Update () {
         targetSpeed = Input.GetAxisRaw("Horizontal") * speed;
         currentSpeed = IncrementTowards(currentSpeed, targetSpeed,acceleration);
         
         if (playerPhysics.grounded) {
             amountToMove.y = 0;
             
             // Jump
             if (Input.GetButtonDown("Jump")) {
                 amountToMove.y = jumpHeight;    
             }
         }
         
         amountToMove.x = currentSpeed;
         amountToMove.y -= gravity * Time.deltaTime;
         playerPhysics.Move(amountToMove * Time.deltaTime);
     }
     
     // Increase n towards target by speed
     private float IncrementTowards(float n, float target, float a) {
         if (n == target) {
             return n;    
         }
         else {
             float dir = Mathf.Sign(target - n); // must n be increased or decreased to get closer to target
             n += a * Time.deltaTime * dir;
             return (dir == Mathf.Sign(target-n))? n: target; // if n has now passed target then return target, otherwise return n
         }
     }
 }
 


 // PlayerPhysics Script
 
 using UnityEngine;
 using System.Collections;
 
 
 [RequireComponent (typeof(BoxCollider2D))]
 public class PlayerPhysics : MonoBehaviour {
     
     public LayerMask collisionMask;
 
     private BoxCollider2D collider;
     private Vector3 s;
     private Vector3 c;
     
     private float skin = 0.05f;
     
     [HideInInspector]
     public bool grounded;
     
     Ray ray;
     RaycastHit hit;
     
     void Start() {
         collider = GetComponent<BoxCollider2D>();
         s = collider.size;
         c = collider.center;
     }
 
     public void Move(Vector2 moveAmount) {
         
         float deltaY = moveAmount.y;
         float deltaX = moveAmount.x;
         Vector2 p = transform.position;
         
         // Check collisions above and below
         grounded = false;
         
         for (int i = 0; i<3; i ++) {
             float dir = Mathf.Sign(deltaY);
             float x = (p.x + c.x - s.x/2) + s.x/2 * i; // Left, centre and then rightmost point of collider
             float y = p.y + c.y + s.y/2 * dir; // Bottom of collider
             
             ray = new Ray(new Vector2(x,y), new Vector2(0,dir));
             Debug.DrawRay(ray.origin,ray.direction);
             if (Physics.Raycast(ray,out hit,Mathf.Abs(deltaY),collisionMask)) {
                 // Get Distance between player and ground
                 float dst = Vector3.Distance (ray.origin, hit.point);
                 
                 // Stop player's downwards movement after coming within skin width of a collider
                 if (dst > skin) {
                     deltaY = dst * dir + skin;
                 }
                 else {
                     deltaY = 0;
                 }
                 
                 grounded = true;
                 
                 break;
                 
             }
         }
         
     
         
         Vector2 finalTransform = new Vector2(deltaX,deltaY);
         
         transform.Translate(finalTransform);
     }
     
 }
 


Please refer the attachment. If i select the ground having a Collider of 'BoxCollider' then the player detects the collision but if the Collider of 'ground' is 'BoxCollider2D' the player passes through it. why ??

I dont know why this is happening. although the scripts doesn't have anything to do with it but still I have attached it. may be there is a issue

alt text

untitled.png (178.4 kB)
Comment
Add comment · Show 3
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 Redeemer86 · Dec 11, 2014 at 06:42 AM 0
Share

Does your player object in any way dependent on z axis functions. If it's 3d oriented object having z axis specifics interacting with 2d functions and objects ... Then the above usually occurs.

Red

avatar image 0mr_ashutosh0 · Dec 11, 2014 at 09:35 AM 0
Share

no sir, its a 2D game and and movements are limited to x and y axis.

i have click 2D button in inspector just to represent the raycast and collision.

avatar image EvilTak · Dec 11, 2014 at 09:45 AM 0
Share

And also you should use SqrDistance ins$$anonymous$$d of Vector3.Distance for performance (compare it as dst > skin * skin).

1 Reply

· Add your reply
  • Sort: 
avatar image
0

Answer by EvilTak · Dec 11, 2014 at 09:41 AM

You have used Physics.Raycast which only works for 3d. For 2d you will have to use Physics2D.Raycast. Also you should add a kinematic rigidbody to your player as moving by transform without rigidbody causes the physics engine to rebuild the whole scene. Preferably use kinematic rigidbody2d and rigidbody2d.MovePosition().

Comment
Add comment · 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

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

27 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 avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image

Related Questions

How can I make diagonal collisions work with raycasts from a boxcollider? (3D, C#) 0 Answers

How does Raycast layer mask work? 1 Answer

No Collision in 2d Scene 0 Answers

Collision between sambe objects with same Layer 1 Answer

Raycasting Collision for player movement in a maze 3 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