Invisible Markers in game map - Unity 2D Game - c#

How can I place specific points on my 2D tile map that are invisible and do not obstruct any movement in the game, and when the player interacts with this it fires some code. Any help would be great, thanks!
Let me know if more description needed

You probably want to use a BoxCollider2D as a trigger (i.e. set the IsTrigger flag to true). You can override the OnTriggerEnter2d method to fire off your code when something enters the bounds of the collider.
Setting the IsTrigger flag will cause the collider to NOT block any actors. It will simply trigger the events as the collider is entered / touched / exited etc.
See the API here

Related

Unity movable Menu interface. Problem with collision detection

I assume this is pretty easy but I did not find a solution yet. I have a 3D environment for VR in Unity. I have a Canvas in Worldspace which you can grab and move around like a tablet. In order to be able to touch the buttons on the canvas, I added a sphere on the tip of the controller's finger as a detector with a sphere collider. To the buttons on the canvas I added rigidboys and a boxcollider. With a onCollisionEnter Event I handle if the button and the finger are colliding and execute the onclick.Invoke() function.
It is working, the problem is if I touch the buttons they start moving and float around in the environment. If I freeze their position they won't be moved if I drag the whole menu around. How could I solve this?
Using Unity 2019.4.19f1 with Oculus OVR Plugin.
Ok, I solved it with the idea of setting them to kinematic as JustARandomWibuuuu suggested. If someone might have the same problem.
I've set both to kinematic and in Project Settings → Physics → Contacts Pair Mode I had to enable all contacts.
You added rigidbody, so it will be a physical button, it will be affected by gravity, force, drag, ...., So it is floating because it is in 3D. You can use static rigidbody to do it
Just click true on
Rigidbody.isKineMatic

Unity C# capsule collider and rigid body don't trigger using transform.position to move

I have 2 simple capsules. 1 is stationary and the other is moving to the same tile on the tilemap using transform.position.
Both capsules have capsule colliders and rigid bodies. I've attempted to remove the rigid body but from what I can tell, the OnCollisionEnter function requires a rigid body to work.
My script, attached to both of these, is a simple:
private void OnCollisionEnter(Collision other)
{
print("Collision Detected! " + other.gameObject.name);
}
I've used combinations of 'isKinematic', 'isTrigger', placing one component before the other then reversing, ensuring I have the script attached to both objects, making sure my capsule collider is sized to the object, and looked at other people's issues to try their steps to fix my issue.
Nothing seems to trigger the collision between the 2 capsules. It's got to be something small I'm missing.
I have a tag on both objects and have tried things like if(other.gameObject.tag == "myTag") {...} but that's not working for me, either.
Can anyone spot my mistake? Let me know if you need to see anything else - happy to provide images or whatever will help. Thanks in advance!
Above is the basic identical hierarchy of both capsules with components attached to the capsule mesh. Both have the parent empty objects they're stationed under. (Which themselves, contain scripts but no collider or rigid body)
Here is an infographic to show when a collision message will be detected by OnCollisionEnter between two objects. Both objects will need some sort of collider, and will most likely need a Rigidbody.
You will not want to set isTrigger as that will not make it physically react to a collision, but will just detect when a collision occurs. It will also not call OnCollisionEnter but will call OnTriggerEnter. Setting both not as triggers, adding a collider, and giving them Rigidbodies should allow the collision to be detected. You will also need to attach this script to one of the objects that have the collider. Are there other components on the objects you are using?
Make sure you are not looking for
void OnTriggerEnter(Collision collision){}

How to allow movement while in animation (Unity)

I have a game I am making where I want that the player has no animations until it hits a certain trigger. Then I want a short animation to be played, then it will stop the animation again.
To get this effect I have the above animator state machine attached to my player, and when the player collides with the trigger it plays the Halfway animation, then it goes back to the empty state. All of this seems to work fine at first but while my player is in this empty state loop thing, I cannot move it. I am using "rb.velocity = new Vector3(stuff);" to move my player, and when I disable the animator component I can move fine. I was wondering if
There is any way to enable movement while I am in this empty state,
There is some way to get rid of the entry transition entirely so I don't have to have the empty state at all, or
Pretty much anything else that would make this work :P
If you need more information let me know, I will try and help you help me as much as I can. Thanks!

How do i use invisible walls properly ? Only after the player is walking out the terrain edge for some it's triggering

I created a new empty gameobject in the hierarchy.
Attached to it a Box Collider:
And changed this settings on the Box Collider:
I set it's center property to 0,0,0
And set the size to x = 500 y = 600 z = 500
I also set the IsTrigger to be on( the checkbox is checked ).
And this is the Terrian details:
Width 500 Length 500 Height 600
When i'm looking at the scene window it seems like the box is around the terrain edges as it should be: ( Maybe in the right side there some space between the box and the terrain ? )
Scene Screenshot
This is the script attached to the empty gameobject ( InvisibleWalls ).
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class BoxCollider : MonoBehaviour {
// Use this for initialization
void Start () {
}
// Update is called once per frame
void Update () {
}
void OnTriggerExit(Collider c)
{
Destroy(c.gameObject);
}
}
This is just for the test.
I added a break point on the line:
Destroy(c.gameObject);
Just to check when the event trigger.
The player ( ThirdPersonController ) is walking at speed 10.
When it's getting to the terrain edge the event is not triggering. The player keep walking on the air for some more seconds and only then the event is trigger and stop on the break point but then the player is already out the terrain area.
Event Triggered
What i want to do is once the player is touching the wall trigger the event and do something for example keep the player walking on place so the wall is blocking him. But now the event is trigger when the player is out of the terrain area.
Well this looks like the result of starting the player inside the collider, and using OnTriggerExit. That method won't be called until all of the player's collider is outside the defined box.
You could make the box smaller, so that there is some "padding" terrain around the outside of it. This is probably the quickest, but I would recommend option 2 instead.
You could make 4 box colliders, one for each wall. Instead of having one gigantic collider and waiting for the player to step out, think of these as skinny walls placed one to each side of your terrain. Don't make them triggers, and use the OnCollisionEnter event instead. This will automatically stop the player if you are moving him via physics, and you get the event as well. You can still make them triggers and use OnTriggerEnter if you want, but why not use the physics system since its there!
I hope this helps, good luck with your project!
Edit: Found a video that explains method 2
1) You Can call OnTriggerEnter if you want the player to be detected before it crosses the Trigger.
2) Another way will be To make the triggers Colliders and they will automatically block the player to cross the terrain boundary

Object did not collide with border

I'm stuck on this sphere has a CircleCollider2D and rectangle has a BoxCollider2D i increase the offset of BoxCollider. But why sphere not collide from it's border. Sphere go inside and then collide just like this.
I want that it's collide when sphere touch it's border.I also check with default radius but the same situation occur.
Trigger
The scripting system can detect when collisions occur and initiate actions using the OnCollisionEnter function. However, you can also use the physics engine simply to detect when one collider enters the space of another without creating a collision. A collider configured as a Trigger (using the Is Trigger property) does not behave as a solid object and will simply allow other colliders to pass through. When a collider enters its space, a trigger will call the OnTriggerEnter function on the trigger object’s scripts.
http://docs.unity3d.com/Manual/CollidersOverview.html
You need to close isTrigger and use OnCollisionEnter(...).
For example this is my script of wood(which is below ). A smaller wood will be going down.
This is the beginning of my game
If I set isTrigger option true, onCollisionEnter2D function doesn't work. I need isTriggerEnter() method instead. it goes through my wood layer.
But if I set isTrigger false onCollisionEnter2D will be working. It will stay on my wood layer.

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