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Question by Onytgvx · Dec 30, 2016 at 01:36 PM · collision detectiontriggersbullets

Stopping bullets from outside forcefield

Hi,

I'm trying to create a force field around a defense tower that stops bullets that are shot from outside of it's reach, to force players to go inside to be able to attack. What's happening now is example B, I want the behaviour of example A.

The forcefield has a sphere collider set as a trigger, so I thought of detecting if the object was a bullet in OnTriggerEnter and if so, destroy it, but OnTriggerEnter is also called when the bullet is spawn already inside the trigger anyway.

I was wondering if anyone could point me in the right direction.

Thanks in advance.

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Answer by Creeper_Math · Dec 31, 2016 at 03:21 PM

Try putting in a "if" statement to test for the distance of the shell

 float Forcefield Radius;
 float Gap; // Increase this if the shells are going through the forcefield from the outside
 void OnTriggerEnter(collider c) {
      if (Vector3.Distance(c.transform.position, transform.position) > Radius - Gap) {
           Destroy(c.gameObject);
      }
 }

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avatar image Onytgvx · Jan 02, 2017 at 11:25 AM 0
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That's perfect, thanks!

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Answer by salex100m · Jan 02, 2017 at 08:40 PM

Here's a better way, use raycasting from the bullet/gun. Raycast will NOT detect a collision if it is already inside the shield collider.

It seems like the raycast was made with your problem in mind already, so it would be the most elegant solution

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