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Question by alexkarak · May 30, 2019 at 03:03 PM · collisiondetection

collision detection fail

Hey guys so i have this controller script ...the collision detection though doesnt seem to work at all.... the capsule collider of my characters feet though is not in the object that the script is attathed but to a child of it! i dont know if this is the problem! can you help me to fix it?

public class controller : MonoBehaviour

  {

 Rigidbody rb;
 CapsuleCollider caps;
 public HingeJoint[] MorteJoint; 
 [Space(20)]
 public CapsuleCollider collcap;
 
 public HingeJoint hj1, hj2;
 public JointSpring hs1, hs2;
 public float SpringMin = 30, SpringMax = 300;
 
 [Space(20)]
 public float Resistencia = 10;
 public Animator anim;
 bool Morto = false;
 public float Velocidade;

 [Space(20)]
 public bool AtivarAutoConserto;  //nao mecher, porem nao há necessidade de existir
 public Transform checkRootable; //nao mecher, porem nao há necessidade de existir
 public bool Corrigindo; // private will //nao mecher, porem nao há necessidade de existir
 public float MinRoot, MaxRoot; //o eixo X //nao mecher, porem nao há necessidade de existir
 public float Inclinaçao; //nao mecher, porem nao há necessidade de existir
 private bool prefeiçao; //nao mecher, porem nao há necessidade de existir
 private float pretime; //nao mecher, porem nao há necessidade de existir
 
 bool isgrounded ;


 void OnCollisionEnter(Collision col)
 {
     if (col.relativeVelocity.magnitude > Resistencia)
     {
         caps.enabled = false;
         rb.constraints = RigidbodyConstraints.None;
         for (int x = 0; x < MorteJoint.Length; x++)
         {
             MorteJoint[x].useSpring = false;
         }
         anim.SetBool("Morreu", true);
         Morto = true;
     }
     
     
         if (col.gameObject.name == "floor")
         {
             isgrounded = true;
         }
     }
 
  void OnCollisionExit(Collision col)
   {
   if (col.gameObject.name == "floor")
 {
     isgrounded = false;
 }
  }

void Start() {

     Velocidade = GetComponent<Rigidbody>().velocity.magnitude;
     rb = GetComponent<Rigidbody>();
     caps = GetComponent<CapsuleCollider>();
     prefeiçao = true;
     
     hs1 = hj1.spring;
     hs2 = hj2.spring;
 }


 void Update()
 {
     if (!Morto)
     {

         if (Input.GetKey(KeyCode.W))
         {
             anim.SetBool("Morreu", false);

             hs1.spring = SpringMin;
             hs2.spring = SpringMin;

            
         }
         if(Input.GetKey(KeyCode.A))
             {
                 transform.Rotate(120 * Time.deltaTime, 0 , 0); // rotaçao nao realista, pode-se utilizar o rigbory.addtorque
             }
             if (Input.GetKey(KeyCode.D))
             {
                 transform.Rotate(-120 * Time.deltaTime, 0 , 0);// rotaçao nao realista, pode-se utilizar o rigbory.addtorque
             }
         if (Input.GetKeyDown(KeyCode.Space)&&(isgrounded==true))
         {
             rb.AddForce(new Vector3(0, 100, 0), ForceMode.Impulse);

         }

         if (Input.GetKey(KeyCode.W) == false && Corrigindo == false)
         {
             anim.SetBool("Morreu", true);

             hs1.spring = SpringMax;
             hs2.spring = SpringMax;
         }
         

         if (Input.GetKey(KeyCode.S))
         {
             //traz;
         }

         if (Input.GetKey(KeyCode.A))
         {

         }
         if (Input.GetKey(KeyCode.D))
         {

         }
         hj1.spring = hs1;
         hj2.spring = hs2;
     }
 }

}

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Answer by alexkarak · May 30, 2019 at 03:03 PM

Also if anyone can help me so that when i jump i can also move couse jump is static!

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