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Question by TheGrovesy · Jun 17, 2020 at 08:37 AM · collisionbestpractices

Collision confusion

I am creating a simple Space Invaders type game with working player and invaders. I have also created a bullet which the player can shoot and will destroy an invader if it hits, this was done by checking if the OnCollisionEnter other.tag was "Invader".

I then decided to use the same Bullet prefab for when the Invaders shoot. However on instantiation (I know I should use an object pool, I'll change this later) there is an immediate collision between the Invader and the bullet!

So my question is what is the best way to achieve this? Should I continue to use object tags, but I can see this eventually becoming a headache i think. Or Collision layers or something else?

What is confusing me is the best way to arrange game objects and reusable prefabs and scripts!

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Answer by AllTheGoodNamesWereTaken · Jun 17, 2020 at 09:12 AM

You may want to create another Bullet prefab for the Invaders to shoot so that it checks OnCollisionEnter other.tag was "Player". If it's just a small game using tags should work just fine.

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Answer by FrameXdropProvrex · Jun 17, 2020 at 06:09 PM

I prefer using a getcomponent to see if the collider has an Enemy script attached to it (for inheritance purposes), but tags should work fine.

You could also try adding a script to the bullet (let's say called Bullet) and give it an owner tag. When you instantiate the bullet you pass the ownertag along with it and tell it in script to ignore the owner.

 public class Bullet : MonoBehaviour
 {
     public string Owner;
 
     public void SetOwner(string tag)
     {
         Owner = tag;
     }
 
     public void OnCollisionEnter(Collision collision)
     {
         if (collision.gameObject.CompareTag(Owner))
         {
             return;
         }
 
         //Your code
     }
 }
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Answer by TheGrovesy · Jun 18, 2020 at 08:18 PM

Thanks for the replies, I ended up sticking with tags, but had to rework how i used them. So when the player fires a bullet the tag is set to "FromPlayer" and when and Invader fires its set to "FromInvader". Now I have a way of knowing what type of bullet it is so can react accordingly.

So my bullet script has this collision event (and my player and invaders have a similar check as appropriate):


    public void OnCollisionEnter(Collision other)
    {
      if (((other.tag == "Invader") && (transform.tag == "FromPlayer")) ||
        ((other.tag == "Player") && (transform.tag == "FromInvader")))
      {
        Destroy(gameObject);
      }
    }

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