Timeline for Calculating speed between two objects is not working when one of the objects is moving very fast. How can be solved?
Current License: CC BY-SA 4.0
9 events
when toggle format | what | by | license | comment | |
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Nov 29, 2018 at 17:31 | vote | accept | Daniel Lip | ||
Oct 23, 2018 at 14:37 | comment | added | Daniel Lip | I tried it few times now moved the player fast through the door and it's working. I can't think of other way to test it then just trying it over and over again. But for now it seems to be working :) | |
Oct 23, 2018 at 14:35 | comment | added | kolenda | This should work but it's hard to tell just by the description :). I'm not sure if Unity does sweep tests, if so then it should fix your problem completely. | |
Oct 23, 2018 at 14:26 | comment | added | Daniel Lip | It seems to be working good. Do you think there should be any problems ? | |
Oct 23, 2018 at 14:26 | comment | added | Daniel Lip | And then make the code that was in the OnTriggerExit before then set one of the flags to false so it will make the cutscene once. Now I can destroy the cube after finishing the cutscene since the area and places behind the door will be playable area later. | |
Oct 23, 2018 at 14:25 | comment | added | Daniel Lip | What I did in the end is added a new Cube on the side of the door I want to be the exit trigger. Changed the cube scale to be the size of the door trigger on the X and the cube is a bit inside the door trigger area so there is not space between them. Added a new script to the cube with a OnTriggerEnter and a flag set to true when entering. In the first script the door script on the OnTriggerExit I check for the tag and also set another flag to true. Then in the Update I'm checking if both exit here and enter there are true. | |
Oct 23, 2018 at 13:05 | comment | added | kolenda | It is some workaround but keep in mind that if you leave a small hole between triggers then your object may move to this hole one frame and then pass the second trigger another frame :) so this may still break. If you don't have playable area behind the doors then just create some big trigger, like 100m and you're done. | |
Oct 23, 2018 at 12:50 | comment | added | Daniel Lip | Now that I'm thinking about it I could add after the door the side I want to trigger another empty GameObject with a trigger let's say about 2.5f distance from the door trigger. And that empty GameObject with the trigger will start the cutscene. Then I can destroy the empty GameObject. Is that logic good idea ? | |
Oct 23, 2018 at 9:57 | history | answered | kolenda | CC BY-SA 4.0 |