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Trigger Colliders: Is there a way to simulate a non-trigger collider?
For partial penetration purposes, I have discovered how to use a trigger collider to "absorb" non-trigger colliders. For example, making an arrow (non-trigger collider) penetrate completely or partially through a target (trigger collider) based on the velocity/mass/drag of the arrow.
However, being a newbie to physics, I am curious if there is a way to simulate a collision between two non-trigger colliders by using a trigger collider. That is, if an arrow (non-trigger collider) is blunt or moving too slowly or going to strike metal armor, is there a way to simulate it "bouncing" off of the target (trigger collider) as though it was bouncing off of another non-trigger collider?
I've attempted to change the trigger collider into a non-trigger collider when the arrow first strikes the target, but there is still some penetration. I've attempted to use a non-trigger collider that changes into a trigger collider at first contact, but by then, the collision has already taken place, and the arrow is thrown off its flight path.
Thank you for the assistance!
Ps. I'm trying to find a solution for a problem such as shooting an arrow at a knight in armor. If the arrow isn't strong enough (based on penetration/protection values assigned to it and the armor) to penetrate the armor, I want it to bounce off of the armor. But if it is strong enough to penetrate (based on the values), I want it to penetrate the knight, be slowed down, and either become stuck (parented) inside the knight or pass completely through.
Again, the only part I'm having an issue with is the part about bouncing off if the arrow isn't strong enough.
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