Wayback Machinekoobas.hobune.stream
May JUN Jul
Previous capture 13 Next capture
2021 2022 2023
1 capture
13 Jun 22 - 13 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 ekremseven · May 03, 2013 at 01:54 PM · javascriptgamenext level

How to park completely?

Hello,

I am developing a car parking game. But I couldnt find a function like "encapsulate(hedef : GameObject) ?" that knows when car is comletely on targer. Can anyone show me which function do I use so that Levels should finished.

Thanks

Comment
Add comment · Show 1
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
avatar image Fattie · May 03, 2013 at 01:54 PM 0
Share

basically read up on AABB bounding boxes

2 Replies

· Add your reply
  • Sort: 
avatar image
0

Answer by robertbu · May 03, 2013 at 02:20 PM

If your parking places are axes aligned, you can test the eight points of the mesh bounds against the bounds of the box collider for the parking space.

http://answers.unity3d.com/questions/8688/local-bounds-or-not-aabb-bounds.html

BoxCollider.bounds

Another solution would be to place a box collider on the surface of each parking space with a unique name. Raycast down from the four corners of the car. If all four raycasts hit the same collider, then the car is parked in the space.

Comment
Add comment · Share
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
avatar image
0

Answer by Itinerant · May 03, 2013 at 04:08 PM

I'll give a third methodology, which may work for you. Test for rotation of the car, to make sure it's straight. Then test the base point of your car model and see it it's within an acceptable area. Ie, if the base point of the car is right in the middle, there might be a possible 'window' of 1m x 2m that the car could reasonably fit into.

I'd probably set the car to make a single raycast straight down, then an invisible plane in the bottom of each parking spot that's the size of the 'window'. I'd pull rotation data from that plane, so that the parking spaces can be any orientation without recoding anything.

Comment
Add comment · Show 1 · Share
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
avatar image Itinerant · May 03, 2013 at 04:09 PM 0
Share

Note that you'll need to make a range of possible rotations, too. $$anonymous$$aybe it can be within 5 degrees of straight, or something like that.

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

14 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

Related Questions

What scripting language should I use for a multiplayer project? 1 Answer

PlayerPrefs not working for different scenes 1 Answer

OnTriggerEnter not firing in game view 0 Answers

Which script should I use if I want my character to move to the Z direction automatically when I play, being able to change the speed?? 0 Answers

I am trying to make a movement script for my main camera but it isnt working! 2 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