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 casimps1 · May 23, 2013 at 04:09 AM · collisionphysicsrigidbodycollider

Is it possible to tell Unity physics to ignore a collision at collision time?

I have some rigidbodies bouncing around and colliding with each other using standard Unity physics. However, in some cases (like if one rigidbody is moving fast enough), I would like for one rigidbody to destroy the rigidbody it collides with and then continue moving without bouncing, effectively ignoring the collision. The check for this case should only happen at the actual time of collision. I'm having some trouble figuring out how to do this efficiently.

I've tried putting the check in my OnCollisionEnter. If this check is true, then I Destroy the second rigidbody. I've also tried calling Physics.IgnoreCollision() at that point. However, in both cases, the first rigidbody still bounces (presumably because the physics collision happens before OnCollisionEnter is called).

Is there a way to make this work?

The only solution I've been able to come up with is by putting two colliders on each rigidbody - the current collider I already have, and then a second trigger collider just slightly larger than the first collider. Then, I could destroy the rigidbody OnTriggerEnter before the collision happens. But this all feels wrong and kinda hacky. It also seems like this would fail if the speed was fast enough.

Comment
Add comment
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

1 Reply

· Add your reply
  • Sort: 
avatar image
1

Answer by aamesxdavid · May 23, 2013 at 04:41 AM

It sounds like you might want to do this backwards - that is, use triggers for everything, and then, in the OnTriggerEnter(), decide if you want to resolve the collision or remove the object. The only issue is that you would have to resolve the collisions yourself. But depending on the shape of the objects being used, that might not be very complicated.

The only other thing I could think is to do the collider/trigger swap before any collision. For instance, if a rigidbody is moving above a certain speed, make it a trigger, and destroy any objects that enters it. That way, it effectively ignores collisions.

Hope that at least gave you some ideas to work with.

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

14 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

Related Questions

Do you have to have a rigidbody component for collision detection? 1 Answer

Excluding some physics collisions 3 Answers

Detecting When Intersection Penalty is Being Applied 2 Answers

Is it necessary to attach a rigidbody/colliders to child objects? 1 Answer

No bounce after rigidbody collision 2 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