If (!Physics.Raycast(body.position, Vector3. I'll make the sphere white when it's not on the ground, by adjusting its color in Update based on OnGround, similar to the coloration demonstrated at the end of the previous tutorial. Let's examine exactly when we'll receive the information that we need. To keep it stuck to the surface we'll have to make adjustments to its velocity, realigning it with the surface. Let's consider the moment a sphere would get launched off a ramp. So there is a realistic basis to do something similar for our spheres. For example Formula One race cars are designed to convert airflow to downforce. In real life there are various techniques to keep something stuck to the ground. Scene geometry should be designed to avoid that, but I kept it in to point it out. That produces what's known as a ghost collision. In the test scene this even happens a little for the flat lane, because I made it by reducing the step height to zero without merging the vertices. When approaching with enough velocity a sphere will bounce if the step isn't too high. I made a test scene that demonstrates this for steps up to one unit high, with 0.1 increments. Spheres go flying at top of ramp.Ī similar thing happens when spheres bump into sudden small elevation differences. This is realistic, but might not be desirable. When our sphere reaches the top of a ramp it goes flying, due to its upward momentum. This tutorial is made with Unity 2019.2.14f1. It's about refining how a sphere interacts with surfaces. If you have concave colliders, you can either iterate trough each vertex of a collider or you can do a spherecast to that object. Physics.ClosestPoint works only with certain types of colliders. But either way, the OverlapSphere is faster than using another collider to detect. Physics.OverlapSphere then Physics.ClosestPoint for all colliders. So the denser the collision meshes in your scene, the worse it will perform when it enters those objects bounds. Please if someone here can find where the problem may be in this script, shine a light on me Script for aiming and rotating the. If you aim lower so the top of the SphereCast is hitting the target then it works well. This is the third installment of a tutorial series about controlling the movement of a character. The cost of any collision operation, whether its OverlapSphere or two colliders, is the amount of vertices involved. The happens mostly when you are aiming directly to the target or the bottom of the SphereCast is the part hitting the target. Particles use their own collision detection. Configure multiple layers and their interaction. Using raycasting/spherecasting wont detect them, as casting only works with the built-in Unity physics objects.Stick to the ground instead of launching off a ramp.
0 Comments
Leave a Reply. |
Details
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |