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I'm trying to implement flappy bird clone using unity. I'm creating two obstacles at random y position. I would like to create a hidden box collider game object between them, but I'm struggling with the math. I want the box collider to be generated between both game objects so that I use it to detect if the bird has passed the two obstacles.

Here is how I generate the obstacles

// function called by InvokeRepeating function

void CreateObstacle(){
        // generating random upper pipe position
        float randomPos = 4f-(4f-0.8f-pipeHole)*Random.value;
        // adding upper pipe to stage
        GameObject upperPipe = (GameObject)Instantiate(pipeObject);
        // setting upper pipe position
        upperPipe.transform.position = new Vector2(4f,randomPos);
        // adding lower pipe to stage
        GameObject lowerPipe = (GameObject)Instantiate(pipeObject);
        // setting lower pipe position
        lowerPipe.transform.position = new Vector2(4f,randomPos-pipeHole-4.8f);
    }
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  • \$\begingroup\$ What do you mean by "hidden" box collider? \$\endgroup\$ – Pip Jul 2 '15 at 12:42
  • \$\begingroup\$ a game object that is not seen, its just acting as a box collider \$\endgroup\$ – user3023213 Jul 2 '15 at 12:43
  • \$\begingroup\$ Make a prefab that holds your empty gameobject + collider (+ a script probably). Middle position will be (upperPipe.transform.position + lowerPipe.transform.postion) / 2 . Then scale your trigger object based on the difference in position: (upperPipe.transform.position - lowerPipe.transform.postion). \$\endgroup\$ – MistaGiggles Jul 2 '15 at 12:57
  • \$\begingroup\$ scale it in which axis ? \$\endgroup\$ – user3023213 Jul 2 '15 at 12:59
  • \$\begingroup\$ Depends on which axis your pipes are aligned on. The difference in position will have a value of 0 for each axis that are aligned, you won't want to scale these. Scale it on each axis that has a difference != 0 (for example, try scale += difference/2 , and if you are using default scaling for everything the math might just work in your favor) \$\endgroup\$ – MistaGiggles Jul 2 '15 at 15:21
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why not make a prefab with 3 gameobjects with a trigger in the middle and you spawn the complete prefab should be much easier

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You need to create emtpy gameobject and add colliders to it. Also, check the istrigger? checkbox. because, a normal collider will not allow the bird to pass through

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  • \$\begingroup\$ what are the math \$\endgroup\$ – user3023213 Jul 2 '15 at 13:55
  • \$\begingroup\$ No maths. You just set it trigger. Then, to update score after the bird has crossed it, refer to OnTriggerExit2D() \$\endgroup\$ – SanSolo Jul 2 '15 at 13:59

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