Unity ARkit- make AR camera collide with world objects causes crash? - c#

Building an AR game with Unity ARKit here and I need to create collisions/allow the user, the camera object, to push objects I spawn. I tried to do what I would in a normal game - added a capsule collider/object with rigid body as child of my Ar camera here:
and had rigidbodies/nontrigger box colliders on my AR game objects. I want my AR camera as the person moves around to be able to push (with their "body") the game objects out of the way.
My approach leads to some infinite loop/something where Unity loads indefinitely. What is wrong here? is this possible?

Related

Networked AR Unity can't make a bullet a child of the ground plane stage

I am trying to make an AR game and am currently using Unity's high-level networking classes. I have set my player prefab to be spawned in one of the two network spawn locations, which are both childs of the Ground Plane Stage. When user has tapped to make their ground plane stage and has tapped to be the host, their player character appears. Unfortunately, if they press the fire button, the bullets appear above the stage and unscaled, meaning they aren't parented to the stage. This confuses me because I've checked many times and the bullet emitter is a child of the player, and in my code it references said emitter. Thus I'm rather confused why the bullets don't seem parented.
I've attempted to attach a script to make the bullet emitter a child of the player when it spawns. I've also tried making it a child of the stage when it spawns. I've tried making the player character not dependent on the Network manager spawning it when the player joins, but then that leads to other networking problems when it comes to controlling the character, but it can shoot then.
The only one that was relatively successful was making the bullet a child of the stage when it spawned, but it would only stay in one place. Attempting to make the bullet a child of the player did nothing
//This is the class I'm trying to use to make the object a child of
something
public class AddToBeetle : MonoBehaviour
{
// Start is called before the first frame update
void Start()
{
GameObject player =
GameObject.FindGameObjectWithTag("Player");
transform.SetParent(beetle.transform, false);
}
}
It rarely prints any error messages. I hope that I can eventually get the bullet to spawn in front of the player model when the button is pressed.
Oh gosh I was dumb, the one thing I didn't apply the script to was the player's bullet emitter. It was super late and that's probably why I missed trying it on that. Anyway I hope this helps someone else if they ever have to deal with AR and Unity.

Unity Player Collider does not work properly

I have not worked with unity in a while so I am a little rusty.
I have:
Game Object with a mesh Collider which is my ground
A Empty Game Object with a Character Controller Which holds my player game objects
My Empty Game Object that holds a player doesnt not stand on top of the ground.
So half my player is going through the ground but the Empty Game Object stays ontop of the ground which holds my character.
Possible problem with pivot of 3d model(Character)
With your current heirarchy structure: One possible solution is to make Center:y = -1.8 in the character controller component.
Let me know if it helps.

How to detect collisions for a rotating child object in Unity3D C#?

I am making a First Person Shooter and I have a rigged player with a mouse look script, and I used to rotate the spine with spine.transform.rotation, but this method does not look for collisions, this means if I rotate and I am standing near to a GameObject, I glitch/bug through the object. So I tried to do it with a Rigidbody but this doesn't seem to work, I tried: rbSpine.AddTorque(new Vector3(mouseLook.y,0,0), ForceMode.Force);. This doesn't do anything. And I have another problem with the Rigidbody, I've only a rigidbody attached to the spine, my player has multiple simple collision and these overlap eachother a little, and my rigidbody is pushed away into the air slowly. Does anyone know a solution for this?
I put a rigidbody component on the player, this will take care of the collision detection for itself and all its child objects.

unity: fix Player passing through objects

After updating from unity 5.5.2 to 2017.3 the Player character does not collide with objects(evironment asset) and is passing through them, all the objects have mesh collider with convex on, This is only happening in one of the level(scene) in the game while in rest of the level(scene) the player behaves normal and is colliding with objects.
Player settings
object settings
The player's rigidbody is kinematic. I would try by disabling that property.

Unity3D Object 'Shoving' Mechanic

I'm trying to make a 2D top-down perspective game in which I want to try and implement a shoving mechanic as a way of the player interacting with the environment or even enemies, but I can't seem to nail down the physics behind it.
(Player object (P) and interactive object (O))
My Question is: what is necessary to make this work properly? I've tried a few things out, such as having the information to add the force to the Rigidbody2D on P first and then on O and I'm trying to get it so that the player pushes the object in the direction it's facing, which I have a script for transform.up to face the mouse. I did also try to implement a dash mechanic to see if it would push an object further, however the physics meant that P would dash in a random direction as opposed to being towards the mouse
give the player object a rigidbody and a colider and the object a colider, should work no problem then!
http://docs.unity3d.com/Manual/class-Rigidbody2D.html
http://docs.unity3d.com/Manual/class-BoxCollider2D.html
should just work automatically then, Unity doing all the physics work for you
edit
if you want the object to be more strongly affected just reduce it's mass int he rigidbody in the inspector, or increase the players mass

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