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Question by asdg2323 · Mar 09, 2015 at 12:14 PM · c#collisioncollision detectionforceforcemode

Force makes my collision detection fail

Ok, so i was coding when I came through this problem, I wasnt able to find a solution and now im resulting to forums for help. Basically, the problem is that when I apply the force to my game object, the raycast wont turn around even though my character will be thrown backwards, the rays stay forward resulting in no collision detection (note: the force is basically a spring, so when the player collides with it its supposed to move). I was wondering if there was a bit of code I should add at some place in order to fix the problem, so heres my entire physics script, i hope someone can help me with this.

 using UnityEngine; using System.Collections;
 
 [RequireComponent (typeof(BoxCollider))] [RequireComponent(typeof(PlayerController))] public class PlayerPhysics : MonoBehaviour { public AudioClip[] audioClip;
 
  public LayerMask collisionMask;
  
  private BoxCollider collider;
  private Vector3 s;
  private Vector3 c;
  
  private Vector3 originalSize;
  private Vector3 originalCentre;
  private float colliderScale;
  
  private int collisionDivisionsX = 3;
  private int collisionDivisionsY =10;
  
  private float skin = .005f;
  
  [HideInInspector]
  public bool grounded;
  [HideInInspector]
  public bool movementStopped;
  
  Ray ray;
  RaycastHit hit;
  
  void Start() {
      collider = GetComponent<BoxCollider>();
      colliderScale = transform.localScale.x;
      
      originalSize = collider.size;
      originalCentre = collider.center;
      SetCollider(originalSize,originalCentre);
  }
  
  public void Move(Vector2 moveAmount) {
      
      float deltaY = moveAmount.y;
      float deltaX = moveAmount.x;
      Vector2 p = transform.position;
      
      // Check collisions above and below
      grounded = false;
  
      
      for (int i = 0; i<collisionDivisionsX; i ++) {
          float dir = Mathf.Sign(deltaY);
          float x = (p.x + c.x - s.x/2) + s.x/(collisionDivisionsX-1) * i; // Left, centre and then rightmost point of collider
          float y = p.y + c.y + s.y/2 * dir; // Bottom of collider
          
          ray = new Ray(new Vector2(x,y), new Vector2(0,dir));
          Debug.DrawRay(ray.origin,ray.direction);
          
          if (Physics.Raycast(ray,out hit,Mathf.Abs(deltaY) + skin,collisionMask)) {
              // Get Distance between player and ground
              float dst = Vector3.Distance (ray.origin, hit.point);
              
              // Stop player's downwards movement after coming within skin width of a collider
              if (dst > skin) {
                  deltaY = dst * dir - skin * dir;
              }
              else {
                  deltaY = 0;
              }
              
              grounded = true;
              
              break;
  
  
          }
      }
      
      
      // Check collisions left and right
  
      movementStopped = false;
      for (int i = 0; i<collisionDivisionsY; i ++) {
          float dir = Mathf.Sign(deltaX);
          float x = p.x + c.x + s.x/2 * dir;
          float y = p.y + c.y - s.y/2 + s.y/(collisionDivisionsY-1) * i;
          
          ray = new Ray(new Vector2(x,y), new Vector2(dir,0));
          Debug.DrawRay(ray.origin,ray.direction);
          
          if (Physics.Raycast(ray,out hit,Mathf.Abs(deltaX) + skin,collisionMask)) {
  
              if (hit.collider.tag == "JumpLeft"){
                  PlaySound(0);
                  rigidbody.AddForce(Vector3.left*25, ForceMode.Impulse);
              }
              if (hit.collider.tag == "JumpRight"){
                  PlaySound(0);
                  rigidbody.AddForce(Vector3.right*25, ForceMode.Impulse);
              }
              // Get Distance between player and ground
              float dst = Vector3.Distance (ray.origin, hit.point);
              
              // Stop player's downwards movement after coming within skin width of a collider
              if (dst > skin) {
                  deltaX = dst * dir - skin * dir;
              }
              else {
                  deltaX = 0;
              }
              
              movementStopped = true;
              break;
              
          }
      }
  
      if (!grounded && !movementStopped) {
          Vector3 playerDir = new Vector3(deltaX,deltaY);
          Vector3 o = new Vector3(p.x + c.x + s.x/2 * Mathf.Sign(deltaX),p.y + c.y + s.y/2 * Mathf.Sign(deltaY));
          ray = new Ray(o,playerDir.normalized);
          
          if (Physics.Raycast(ray,Mathf.Sqrt(deltaX * deltaX + deltaY * deltaY),collisionMask)) {
              grounded = true;
              deltaY = 0;
          }
      }
      Vector2 finalTransform = new Vector2(deltaX,deltaY);
      
      transform.Translate(finalTransform,Space.World);
  }
  
  // Set collider
  public void SetCollider(Vector3 size, Vector3 centre) {
      collider.size = size;
      collider.center = centre;
      
      s = size * colliderScale;
      c = centre * colliderScale;
  }
  void PlaySound (int clip)
  {audio.clip = audioClip [clip];
      audio.Play ();
  }
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