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Question by HardcoreTyler · Jun 28, 2012 at 07:42 PM · c#collision detection

Detect Collision Direction

Hi, I'm in the middle of programming my first game in Unity, and in a long time. I've done quite well with reserve knowledge form high school up to this point. I'm stuck currently trying to figure out an efficient way of detecting where a collision is taking place on my characters rigidbody.

I want to be able to detect when the play has be crushed by a block so that I can cue up a squishing animation and have the player be killed. Any tips or ideas would be greatly appreciated. I don't currently have any code for this issues, but am using Rigidbody controllers for character movement and gravity. I'm also most comfortable with C# and that is currently what I'm using to play all animations, though if I need to use javascript for this one detection I'm comfortable enough with it to program it in that language too. Just would prefer to keep everything C# for clean code.

Thanks,

Tyler Janke

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avatar image AlucardJay · Jun 28, 2012 at 07:54 PM 0
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I havn't done this, but maybe there is some information in the collider? ContactPoint.point

http://docs.unity3d.com/Documentation/ScriptReference/ContactPoint.html

http://docs.unity3d.com/Documentation/ScriptReference/ContactPoint-point.html

then take the point vector $$anonymous$$us the center of the collider object vector, and that should give you a vector direction the collision came from in reference to the model's center.

Collider API : http://docs.unity3d.com/Documentation/ScriptReference/Collider.html

API search 'point' : http://docs.unity3d.com/Documentation/ScriptReference/30_search.html?q=point

avatar image vatara · Jun 28, 2012 at 08:11 PM 0
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You could also use separate colliders, ie have a box collider for the body and another for the head.

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