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Question by ssb · Apr 04, 2014 at 06:58 AM · physicscollisions

How can I get accurate collision contacts?

I'm trying to make a character controller based on a 3D box collider, but I'm not getting accurate collision data. Basically my strategy at the moment is to detect collision points and raycast down to check if the character is on the ground. This sort of works, but the puzzling nature of collision contacts is causing it to break in certain situations, particularly as seen here:

alt text

It "works" in that it detects (roughly) where the two objects are colliding, but the raycast straight down is clearly showing that it's not where it needs to be.

What can I do to get this to work properly?

Here is the relevant code:

     void OnCollisionStay(Collision collision)
     {
         contactPoints = collision.contacts;
     }

And in Update():

         foreach (ContactPoint point in contactPoints)
         {
             Debug.DrawRay(point.point + Vector3.up * .1f, Vector3.down, Color.red);
             Debug.Log(contactPoints.Length.ToString());
             if (Physics.Raycast(point.point + Vector3.up * .1f, Vector3.down, GroundCheckDistance, 1 << 10)) // 10 is the floor layer ID
             {
                 grounded = true;
                 break;
             }
             else
             {
                 grounded = false;
             }
         }

collision.png (19.7 kB)
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avatar image Tasmia · Apr 04, 2014 at 07:47 AM 0
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Select 3dobject and press shift to check right position of collider that interact with other colliders.. you can change collider transformation doing this.. I hope this would help you

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