Wayback Machinekoobas.hobune.stream
May JUN Jul
Previous capture 12 Next capture
2021 2022 2023
1 capture
12 Jun 22 - 12 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 markthemark · Feb 17, 2020 at 02:54 AM · physics2dcollider2dtriggers

How to enable passing through collider if speed is high enough at collision point

Basically I want a block that behaves like a normal collider, but if the player flings themselves at the block at a high enough speed then they will pass through the block. This mechanic can best be explained through the celeste dream blocks:

celeste dream blocks

So far I tried having 2 colliders. One normal and one a trigger. When the oncollisionenter function is called, I check if the player's speed is high enough, if not I do nothing. If it is high enough then I set ignorecollision for the player and block. Then when ontriggerexit is called, I revert the ignorecollision between player and block.

So far this works but is buggy. Sometimes oncollisionenter is called right after ontriggerexit so I have to use a short timer to prevent that or else my enter logic gets called after exiting the block. Another bug is that if I'm already touching the block then I will collide with it no matter what since oncollisionenter has already been called, so I just end up bouncing off the block.

Is there any way to implement this mechanic this way? Or would I have the do some heavy bounds checking logic in my update function? If so how would I approach that? Below is my current code:

 void OnCollisionEnter2D(Collision2D collision)
     {
         
         Collider2D col = collision.collider;
         if(col.tag == "Player"){
                      
             Rigidbody2D playerBody = col.attachedRigidbody;
             Player playerScript = col.gameObject.GetComponent<Player>();
 
             if(Time.realtimeSinceStartup - triggerExitTime < 0.1) {
                 return;
             }     
 
             if(collision.relativeVelocity.magnitude < 10){
                 playerBody.velocity *= 0.01f;
                 return;
             }
             
             Physics2D.IgnoreLayerCollision(8, 9, true);
 
             playerBody.gravityScale = 0;
 
             playerScript.isAllowedToFling = false;
             playerScript.hideArrowSprite();
 
             playerScript.blockParticles.GetComponent<ParticleSystem>().Play();
 
             playerBody.velocity = (collision.relativeVelocity) * BLOCK_FRICTION;
 
         }
     }
 
     public void OnTriggerExit2D(Collider2D col)
     {
         if(col.tag == "Player"){
             triggerExitTime = Time.realtimeSinceStartup;
             
             Rigidbody2D playerBody = col.attachedRigidbody;
             Player playerScript = col.gameObject.GetComponent<Player>();
 
             playerScript.isAllowedToFling = true;
 
             playerScript.blockParticles.GetComponent<ParticleSystem>().Stop();
 
             playerBody.gravityScale = 1.0f;
 
             Physics2D.IgnoreLayerCollision(8, 9, false);
 
         }
     }


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

0 Replies

· Add your reply
  • Sort: 

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

128 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 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 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 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 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 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 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 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 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 avatar image avatar image

Related Questions

double collision detection in breakout game 1 Answer

problem solving ghost vertices with trigger and collision colliders 0 Answers

Performance of player detection: Colliders/Triggers vs OverlapCircle 2 Answers

Updated Unity, 2D Colliders not working. OnTriggerEnter2D not working 0 Answers

Unity 2D game: all colliders not working 3 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