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3D Raycast Corner Collision
Hi, I'm currently working on a top-down 3D bullet hell game inspired by the 9S hacking minigames from Nier:Automata. I am currently using a single raycast (that fires in the same direction the player tries to move) to detect walls, and I use its' normal in order to slide against the wall if I push against it. This all works just as intended. However, when I slide along that wall until I hit a corner where the wall I'm on meets another, it will ignore the new wall and pass right through it. I understand the issue is that I do not have a raycast to detect the new wall, since it is already detecting the wall I'm on. I was wondering if anyone had some insight to how I could possibly fix this without the addition of wayyy more raycasts than I wanted originally.
(TL:DR Not necessarily important to the question, just more details) Now that the problem is addressed, I'll explain my thought process for initially trying to fix it. My first idea was the addition of more raycasts, as this is what I did in the 2D equivalent. I realized that I could potentially create a list of raycasts (two for each side of the player) to make sure there is no 'blind spot' for a raycast to miss a wall collision. However trying to work with raycast lists has proven extremely difficult, especially since I'm working in a 3D space, not a 2D (I have successfully solved this issue in 2D, but the syntax for 3D collision is just different enough to confuse me). Alternatively, I thought I could also do a system where when the player detects one wall, that wall would then detect all the walls connected to it, until there is a fully 'drawn out' representation of every wall in the level. I have no idea how taxing this could become for processing on a large scale, but I assume it would become an issue. For that reason it seems a bit impractical.\
Any insight or help would be much appreciated, and if you would like to see my code, just ask. Thanks :)
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