Linked Questions
16 questions linked to/from Nestling into contact with a group of physics objects without exerting forces on them
3
votes
5
answers
2k
views
How to "place" object in a 3d world without overlapping them ?
I would like to place object in a 3d world "like minecraft player can do".
What I'm trying to do is to allow the user to place objects, without overlapping them (like in minecraft you can do).
So ...
0
votes
1
answer
4k
views
In collision detection/resolution, what is a "collide and slide" algorithm?
Can anyone help me to better understand the concepts behind this algorithm?
I've seen this phrase come up several times during my research into creating a 3D character controller, but am having issues ...
0
votes
2
answers
3k
views
Dragging a Rigidbody2D without passing through obstacles
I have this body of code written for an object that needs to be an obstacle and another object that is draggable. I have colliders on both and a kinematic rigidbody on the draggable object, but the ...
1
vote
1
answer
625
views
detect collision between two circles and sliding them on each other
I'm trying to detect collision between two circles like this:
...
3
votes
0
answers
1k
views
Wall sliding collision resolution with multiple objects
TLDR
My collision resolution algorithm with wall sliding works perfect for multiple walls but it fails when the angle of the corner of two walls is less than 90 degrees. (acute angles) and the player ...
0
votes
0
answers
986
views
How to drag an object with mouse with collision?
I want to drag a GameObject with the mouse but I need collision. The basic mouse dragging code simply sets the position of the object to the hit.point with an ...
1
vote
1
answer
1k
views
How to perform a sliding collision between a square and a circle?
Please point me to the duplicate if this has been asked before. I couldn't find it.
Basically, I am creating a 2d top-down game where the player is represented by a circle, and the tiles are ...
2
votes
2
answers
537
views
Resolving collisions after initial collision
Given a sweep test for a ray, how do we check collisions after the 1st collision has been detected, and the ray has been deflected.
Physics system steps are:
Update velocities (gravity, etc)
Resolve ...
-1
votes
1
answer
565
views
javascript top down circle to circle smooth collision detection
I've been looking through a lot of answers here:
Resolving Circle-Circle collision
Circle to Circle collision, checking each circle against all others
Nestling into contact with a group of physics ...
0
votes
1
answer
425
views
Preventing overlap in OnCollisionEnter2D
So I have successfully built a script that can determine the physics for a ball reflecting linearly off of walls, similar to pong, while the ball is using a kinematic rigidbody. The issue is when the ...
0
votes
0
answers
309
views
character movment and physics on 2d game
I'm developing a client/server multiplayer game. in server side i need prevent players cross map objects like walls also i need prevent player go inside each others, instead want to slide them along ...
0
votes
1
answer
227
views
How to construct this collision vector?
I have a 3d game, but for movement I use only two axes (X and Z) - X is vertical, Z is horizontal
Here's what I'm trying to achieve:
Player is the circle, InputDirection is Blue, NewInputDirection ...
1
vote
0
answers
178
views
How to prevent Dynamic Rigidbody2d with large mass pushing another Rigidbody2d into BoxCollider2D
I'm making a prototype for a game idea but hitting a problem :(
Quite new to Unity and feel like this should be relatively easy to solve, but keep going around in circles, and hoping to get some help :...
1
vote
1
answer
118
views
Subtracting magnitude from 2D circle contact
I'm trying to create an agar.io clone. In agar.io, each player can have multiple cells that "chase" the mouse pointer. The cells can also have multiple masses and the velocity is tied to the mass. The ...
1
vote
1
answer
149
views
Get final position of Moving object along the collision surface using ProjectOnPlane
I have a problem to get the final position of moving object along the collision surface..
as you can see in picture <1>
i want to get moveAmount.
so i get sameLengthWithDiffProjected on picture &...