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Reading all the Collsion-Data for specific physical interactions
Hi guys, my name is J-Snake and I am new to unity and this forum. I am the guy who will bring revolutionary game-designs to life, just you wait.
I am tempted to use the Unity-Engine but I need to know one important thng before I possibly waste my time with it (I hope not):
Does unity's collision- and mesh-data has an expansive enough feed-back system so that I can read out the stuff like plane-normals, contact points and so on. I need it to implement something like a "spider-ball" to roll along walls, grappling-hooks which only stick to planes with certain normals, stuff like that.
Thank you in advance.
Answer by save · Jul 21, 2011 at 01:23 PM
Indeed it does, have a look at the Collision Class in the reference.
Thanks, that sounds not too bad. Now do I ask too much if I can get to adjacent polygons of the mesh starting from the collision-point of the mesh. You know, it eases up a lot if you are going to make something like a spider-ball you all know from some $$anonymous$$etroid-games.
Answer by J-Snake · Jul 21, 2011 at 03:34 PM
Thanks, that sounds not too bad. Now do I ask too much if I can get to adjacent polygons of the mesh starting from the collision-point of the mesh. You know, it eases up a lot if you are going to make something like a spider-ball you all know from some Metroid-games.
What you describe is possible but you have to do it by a range of vertices (the three from the triangles hitting), if I'm not mistaken.
Just a heads-up: don't post comments or new questions as answers; ins$$anonymous$$d, edit or comment on your original question. This keeps the answer space free (and uncluttered) for solutions.
Answer by J-Snake · Jul 21, 2011 at 03:49 PM
Ok, I think it would be too specific and I cannot expect Unity to offer that. But I guess I will be fine by just walking in tangential direction and ray-cast the inversed normal to keep my spiderball on track.
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