is there a way to make kinematic rigidbodies respect collisions?
I’m dabbling in making some games in unity to learn the ropes so I can work on a single project eventually and make it good enough for my standards (if it’s foolish the expect that or not is another subject)
anyway I’m making a 2d platformer now, and I have a very specific feeling in mind for the movement. I attempted to implement it myself and succeeded, with drag and gravity and all that, but I had trouble with implementing collisions. I used a raycast to check if the player is grounded and just set my velocity var to 0 when it’s grounded, but sometimes it’d just phase through the ground and get stuck in the middle, sometimes it’d phase completely through, and it just wasn’t consistent.
Raycast 2d is not detecting box collider 2d
I am working on a top down 2d game where I want the player which is the white circle, to walk on the tilemap grid by grid when pressing WASD, and stop when there is a wall or an enemy in front of the direction it is walking. The problem is that even I add box collider 2d and rigidbody on both the player and the enemy, the raycast cast from the player to the direction it is going one block away, never hits the enemy, so the player will just go through the enemy. However the raycast does detect the walls that have tilemap collider 2d on.
Unity player goes through walls with both having collider on
I am working on a project where I want the player which is the white circle, to walk on the tilemap grid by grid when pressing WASD, and stop when there is a wall in front of the direction it is walking. But when i run the game and try to move the player around, it just goes through the wall. I have been solving this question for a while and i have no idea what i done wrong.
Unity player goes through walls with both having collider on
I am working on a project where I want the player which is the white circle, to walk on the tilemap grid by grid when pressing WASD, and stop when there is a wall in front of the direction it is walking. But when i run the game and try to move the player around, it just goes through the wall. I have been solving this question for a while and i have no idea what i done wrong.
Trailer of car is too slow to catch up (Hinge Joint)
I am trying to add a trailer in my game and I want it to look as realistic as possible meaning that I want to use a Hinge Joint
and not a Fixed Joint
since a bit of movement is cool to see.
Gravity Bodies wont rotate around Largest Body
Created A Gravity Script for a solar system, in-game system contains 3 bodies, the Sun and 2 planets, the planets do not rotate around the Sun. In the inspector there are lots of adjustable variables. Changing the initial velocity of the objects does not cause them to orbit around the sun, but just cause them to move in the direction.
Hinge Joint Object Wraps Rotation Limits
I’ve created a hinge joint for a notebook cover and a notebook. The notebook cover (which has the hinge joint) has the limits 0 and -200. However after the testing I’ve done, it looks like when the limit is set past -180 or 180, the notebook cover, instead of slightly bouncing back or resting at -200, wraps back around to 0 degrees and does this loop over and over.