Timeline for Check if a 90 degree rotation will cause a collision
Current License: CC BY-SA 4.0
15 events
when toggle format | what | by | license | comment | |
---|---|---|---|---|---|
Dec 27, 2021 at 22:41 | vote | accept | Oliver Hvam | ||
Dec 27, 2021 at 3:14 | answer | added | Candid Moon _Max_ | timeline score: 0 | |
Dec 27, 2021 at 2:54 | history | edited | Candid Moon _Max_ | CC BY-SA 4.0 |
Fix code markdown.
|
Dec 27, 2021 at 1:25 | comment | added | Oliver Hvam |
I just tried adding SyncTransforms to no avail. I realise it's probably my implementation thats wrong so I've added my code for the rotation. The specific problem is that collided always stays false.
|
|
Dec 27, 2021 at 1:22 | history | edited | Oliver Hvam | CC BY-SA 4.0 |
added 874 characters in body
|
Dec 26, 2021 at 23:49 | comment | added | DMGregory♦ | Did you call SyncTransforms first to notify the physics engine of the position/orientation of the new collider? | |
Dec 26, 2021 at 23:34 | comment | added | Oliver Hvam | @DMGregory i tried using the isTouchingLayers method of the 2D Collider but it seemed to only identify the touching layers after running a physics update and not directly after instantiating the triggerbox. I'm not sure if the OverlapCollider works differently. | |
Dec 26, 2021 at 22:57 | comment | added | DMGregory♦ | @Oliver what barrier did you observe to checking for overlapping triggers using eg. OverlapCollider? | |
Dec 26, 2021 at 22:09 | history | edited | Pikalek | CC BY-SA 4.0 |
fixed typos
|
Dec 26, 2021 at 20:55 | comment | added | Oliver Hvam | @Candid Moon Max the problem i ran into with the Shadow collider was that there seemed to be no way of checking for triggers after instantiating the triggger collider in the "endspot" of the 90 degree rotation. | |
Dec 26, 2021 at 20:49 | comment | added | Oliver Hvam | @DMGRegory's suggestion to using the OverlapBox on the children seems like a very fine solution to my problem with tetrominoes but I'm still wondering how one would achieve the same result when the object has a complicated Polygon Collider. | |
Dec 26, 2021 at 0:52 | comment | added | DMGregory♦ | "more complicated 2D shape" What is a tetromino if not a collection of boxes? What do you perceive is making this more complicated than what OverlapBox can do for you? | |
Dec 26, 2021 at 0:15 | comment | added | Candid Moon _Max_ | If you want a more complicated shape then you need a collision detection for such a shape. Mesh collider (Polygon Collider for 2D) should work. Could you also elaborate on this "no way to check if an object is colliding directly after spawning it"? Your thoughts on solution are valid, I am not sure what to recommend exactly, rotating a shadow collider or using a collision function is the best in my opinion. Some hacks may be possible depending on the gameplay but as a general solution collision detection is good. | |
S Dec 25, 2021 at 23:34 | review | First questions | |||
Dec 26, 2021 at 22:09 | |||||
S Dec 25, 2021 at 23:34 | history | asked | Oliver Hvam | CC BY-SA 4.0 |