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Question by Visual Programmer · Oct 01, 2013 at 12:09 AM · javascriptrigidbodybox collidercollision event

Rigidbody -- Box Collider Collision Detection

I am currently working on a fighting game as a large school project and I had my characters set up with character controllers with collision working properly. After I had it all working properly, I learned that Rigidbodies will work better for accurate collision detection. After implementing them however, my characters' damage animations do not play right away.

What are the necessary steps I need to take to fix this?

I have the rigidbodies set to isKinematic = true; Interpolate = none; Collision Detection: Continuous Dynamic.

To get the collisions from their hands/feet, I have box colliders attached to their hand/feet bones with isTrigger = true.

The code is getting called by OnTriggerEnter. I have not provided any because the code was working perfectly before started using rigidbodies for the colliders.

Collision Error Colliders

collisionerror.png (101.3 kB)
combined.png (142.5 kB)
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avatar image zardini123 · Oct 07, 2013 at 10:11 PM 0
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I need more info if I can help. Can I maybe see the scripts for playing the animations and maybe the fighting controls script? Because most likely it might be a scripting error or something.

avatar image Visual Programmer · Oct 07, 2013 at 11:24 PM 0
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The scripts worked fine when I was using a character controller ins$$anonymous$$d of a rigidbody. Therefore, somewhere there is a problem with the rigidbody.

avatar image zardini123 · Oct 08, 2013 at 12:49 AM 0
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So u switched out a character controller for a rigid body? hmm, I have to say not the best idea. Character Controllers are so much easier to handle. I recommend that for the parent for the fighter has the rigid body, but does not have the character model, then you make a child which has the character model and the animations. That might work. Remember, the body collider should also be a separate child.

avatar image Visual Programmer · Oct 08, 2013 at 01:09 AM 0
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I had to switch it out because the character controller does not follow animations and during some animations the character leaves the ground. With that, the collision gets thrown off because the collider is no longer around the model.

But the by-product is that registering collision with the rigidbody is not working properly (as shown in the image above).

So how would a rigidbody on an empty gameobject work with registering collision against the character that is set as a child ?

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Answer by zardini123 · Oct 09, 2013 at 12:13 AM

Just fool around with the child parent thing. I could have some effect

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