unity sword collision

Why does a blocking 1/1 creature with double strike kill a 3/2 creature? By clicking “Post Your Answer”, you agree to our terms of service, privacy policy and cookie policy. The best place to ask and answer questions about development with Unity. To learn more, see our tips on writing great answers. To subscribe to this RSS feed, copy and paste this URL into your RSS reader. Okay, thanks! Thanks for contributing an answer to Stack Overflow! Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total. Any idea Please. rev 2020.11.4.37941, Sorry, we no longer support Internet Explorer, Stack Overflow works best with JavaScript enabled, Where developers & technologists share private knowledge with coworkers, Programming & related technical career opportunities, Recruit tech talent & build your employer brand, Reach developers & technologists worldwide, Sword Collision detection with Enemy on Mouse Click, Podcast 283: Cleaning up the cloud to help fight climate change, Creating new Help Center documents for Review queues: Project overview, Review queue Help Center draft: Triage queue, Enemy is destroyed without actually hitting the trigger, Unity: Several gameObjects in an array(?). The ground collider must be in layer "Ground", the player with a collider with trigger checked in "Player" Layer, and we also need a third layer called for example "GroundCollider" and a child object for the player with a collider with trigger unchecked. Changing resolution of rasterbrick using R. Why sister [nouns] and not brother [nouns]? So basically the only trick mentioned in that thread is setting up the constraints. How to stop a toddler (seventeen months old) from hitting and pushing the TV? Answers, Velocity data from OnCollisionEnter is delayed (incorrect) Roadmap. I have a character with a sword as a child object. When you set properties like position and even velocity, you do so outside the physics loop, so it has no chance to correct itself within the current frame, so you see jittering behaviour.In other words, in the current frame you'll reposition the body, possibly colliding into another body, and the physics system must correct this in the next frame. Answers, Best way to manually calculate collision between GameObjects and a Tilemap without using physics 1 Answer, Mesh Collider Changes in Unity 5.6 0 Attaching the invisible collision box would make it act like a hitbox, and is the basis of fighting games. Answers and Comments, Projectiles, their speed, and collisions When the primitive collides, OnTriggerEnter gets called. We are making improvements to UA, see the list of changes. Making statements based on opinion; back them up with references or personal experience. Answers, Hint: You can notify a user about this post by typing @username, Viewable by moderators and the original poster, http://answers.unity3d.com/questions/59307/collision-normal.html, http://answers.unity3d.com/questions/331926/obtaining-collision-information-contact-points-etc.html, Unity Collision Returns child instead of parent object, Wheel Collider not consistant when spinning, Velocity data from OnCollisionEnter is delayed (incorrect). Stack Overflow for Teams is a private, secure spot for you and 1 Benefits of this: Can evaluate collisions instantly and don't need to rely on Unity physics. Well, in the thread it says it has to be primitive colliders, but I guess I could just as well use mesh colliders and set them as "convex" so they can collide with other collision meshes, right? Answers To help users navigate the site we have posted a site navigation guide. Just my two cents. Answer, Objects don't collide I guess I felt like I was missing something and that there was a better solution. But, What is happening when i bring my player (with sword) near enemy and sword touches enemy, it is killing enemy without i hit by sword. Make sure to check out our Knowledge Base for commonly asked Unity questions. Answer, isTouching() with multiple colliders Filling between two list plots to reperesent a confidence band, is it OK to use multiple blades of a feeler gauge to measure a larger gap. Di Ke 狄克 - a lonely swordsman with fast movements. Answer, Unity Collision Returns child instead of parent object Unity: Several gameObjects in an array(?) When the GameObject exits the collision, Unity calls OnTriggerExit, changing the color. Swordsmanship ranging from Tornado Sword, focus on the speed and rapidity, to Darksteel Sword, slow but dangerously powerful can be well reflected in their effects in drawing patterns, damage, speed, hit test zone, skeleton moves, and so on. Character Design. But i want when i mouseclick (or hit), then only ..enemy should destroy.. Answers, Wheel Collider not consistant when spinning Video URL for easy understanding - http://tinypic.com/r/28jdyyq/9. 2 This is my code, i have enemy and Player with sword (with collider) , everything is perfect, i want when i click mousebutton then only sword should kill enemy. What I would normally do is have a script save the player as a GameObject and have a box collider (Or mesh collider) set as a trigger on the sword and check who it collides with. I guess I was a bit too fixed on implementing what I've been tinkering with on paper :P So I'll just go ahead and try this out. Enable Collider.isTrigger and Rigidbody.isKinematic. 1 Attachments: This works well for bullets or small objects, but will not produce good results for large objects. Is it safe to mount the same partition to multiple VMs? If you are a moderator, see our Moderator Guidelines page. Can the review of a tenure track application start before the reference letters arrive? Is the nucleus smaller than the electron? Give it a try and let us know. Make sure to check out our Knowledge Base for commonly asked Unity questions. In that case, I'll be able to handle all of that via rigid bodies. site design / logo © 2020 Stack Exchange Inc; user contributions licensed under cc by-sa. Add also a collider there to check if it hits with the enemy. If this is really the way that I'd have to go, it might indeed be simpler to just have the sword separate from the character. If you are a new user to Unity Answers, check out our FAQ for more information. We are making improvements to UA, see the list of changes. Hm, that seems like it wouldn't work well for a slashing motion since a hit would be registered from a collision anywhere in the gameobject. 2d collision collision detection unity 4.3 I'm looking to create a 2D game (using the new 2D tools) where characters can swing swords and I want to be able to detect if something collided with just the sword, and not the rest of the sprite. So after playing with what the Toaster said, I find the solution. A good way to ensure that you detect all collision is to use Raycasting instead of relying on the physics simulation. You'd have to animate it to move with the animation. If it hits the owner of the sword for some reason then just ignore it but if the sword is to hit another player then go ahead and damage that player. I have the sword swing at the enemy but I don't understand how to organize my scripts in order to deal damage to that enemy. If you are a new user to Unity Answers, check out our FAQ for more information. Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total. Yeah, good point about using the difference of the kinetic energy. To help users navigate the site we have posted a site navigation guide. Answer, Hint: You can notify a user about this post by typing @username, Viewable by moderators and the original poster, Make 2D projectile collide only from the outside, Best way to manually calculate collision between GameObjects and a Tilemap without using physics. 1 Why did the spellplague happen after Cyric killed Mystra? Static vs Dynamic Hedging: when is each one used? Unity 2018 - Game VFX - Weapon Trails / Slash Tutorial This video shows you how to create a Weapon Trail, Slash Effect, Hand Trails or a simple Trail vfx. Instead use simple data objects for the boxes themselves (AABB Rects or Circles) defined with a frame range and offset from the character position. About the sword, it sounds like you'll need the sharp weapons to be a "trigger" collider (it's a checkbox in the collider component in the inspector). Feb 14, 2014 at 04:47 AM, My way maybe I add invisible gameobject in front of my character with the range of the sword when attacking. By using our site, you acknowledge that you have read and understand our Cookie Policy, Privacy Policy, and our Terms of Service. And at first this must be SetActive(false) and whenever the player attack you must set it to true. Asking for help, clarification, or responding to other answers. In this video, you can see my problem, when the sword touches the enemy.. enemy gets destroyed.. Feb 19 2016 Nice. And thank you for the help! I'm making an RPG game in unity 2D. GLB (GLTF) export, how to include color/material information? What person/group can be trusted to secure and freely distribute extensive amount of future knowledge in the 1990s? I recommend avoiding unity colliders and tieing them to animations. 2 I've been looking around the documentation and I found out that the most used approach is to trace from two bones in the weapon each frame and detect if it collides something, but I've personally tested this and this type of detection seems to rely a lot on the framerate your game is running at and if the weapon doesn't hit something in a rendered frame, it doesn't count as a hit. 0 In this example, the direction immediately reverses. This means that a collision event will be initiated, but the collision will not be resolved by the physics engine - hence velocities will not be affected, no force will be applied by the impact. Answers and Comments, Make 2D projectile collide only from the outside Collision with fast-moving objects is always a problem.

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