Comments and answers for "How can i add a collider to my line renderer script?"
http://answers.unity.com/questions/768997/how-can-i-add-a-collider-to-my-line-renderer-scrip.html
The latest comments and answers for the question "How can i add a collider to my line renderer script?"Comment by johnnysc22 on johnnysc22's answer
http://answers.unity.com/comments/1626315/view.html
This does not work if you need to use a Trigger since this will create a Concave mesh which doesn't support triggers.
I'm brand new to Unity so any help/advice would be appreciated.Sun, 28 Apr 2019 11:19:11 GMTjohnnysc22Answer by bertrand_arnaud
http://answers.unity.com/answers/1621153/view.html
Since Unity 2018.2, you can now use the public method BakeMesh of LineRenderer. This will give you the mesh along the LineRenderer with all the segments. You can then use this mesh with a mesh collider in order to detect Collisions and Raycasts.
LineRenderer lineRenderer = line.GetComponent<LineRenderer>();
MeshCollider meshCollider = line.AddComponent<MeshCollider>();
Mesh mesh = new Mesh();
lineRenderer.BakeMesh(mesh, true);
meshCollider.sharedMesh = mesh;
I tested it and it worked on my project. Let me know what you think about it and if it helps you !Thu, 11 Apr 2019 12:36:31 GMTbertrand_arnaudComment by Seb1101 on Seb1101's answer
http://answers.unity.com/comments/1604735/view.html
Thanks for that great answer! Works like a charm!Thu, 21 Feb 2019 14:11:03 GMTSeb1101Answer by ZackOfAllTrades
http://answers.unity.com/answers/1361988/view.html
Thanks for all the suggestions, I had trouble with them though.
Here is a quick tutorial on how I solved this problem.
First a list of what we need, write these down and fill them in:
**startPoint** of the line
**endPoint** of the line
**lineLength** which between these two points
**lineWidth** which you can get from the line renderer by calling YourLineRendererHere.endWidth
**midPoint** which is simply (startPoint + endPoint) / 2
**slope** which recall is (y2 - y1)/(x2-x1)
Thats It!
let's get the slope
y2 = endPoint.z
y1 = startPoint.z
x2= endPoint.x
x1 = startPoint.x
lets plug it in, don't calculate this just leave it
slope = (endPoint.z - startPoint.z)/ (endPoint.x - startPoint.x)
!!! IMPORTANT !!!
In 3d space you use the x and z axis becuase the y is pointing up and we don't care about that.
In 2d space you use the x and y axis, you would also use Vector2 points in your function not Vector 3
Here's your function--
private void AddColliderToLine(LineRenderer line, Vector3 startPoint, Vector3 endPoint)
{
//create the collider for the line
BoxCollider lineCollider = new GameObject("LineCollider").AddComponent<BoxCollider>();
//set the collider as a child of your line
lineCollider.transform.parent = line.transform;
// get width of collider from line
float lineWidth = line.endWidth;
// get the length of the line using the Distance method
float lineLength = Vector3.Distance(startPoint, endPoint);
// size of collider is set where X is length of line, Y is width of line
//z will be how far the collider reaches to the sky
lineCollider.size = new Vector3(lineLength, lineWidth, 1f);
// get the midPoint
Vector3 midPoint = (startPoint + endPoint) / 2;
// move the created collider to the midPoint
lineCollider.transform.position = midPoint;
//heres the beef of the function, Mathf.Atan2 wants the slope, be careful however because it wants it in a weird form
//it will divide for you so just plug in your (y2-y1),(x2,x1)
float angle = Mathf.Atan2((endPoint.z - startPoint.z), (endPoint.x - startPoint.x));
// angle now holds our answer but it's in radians, we want degrees
// Mathf.Rad2Deg is just a constant equal to 57.2958 that we multiply by to change radians to degrees
angle *= Mathf.Rad2Deg;
//were interested in the inverse so multiply by -1
angle *= -1;
// now apply the rotation to the collider's transform, carful where you put the angle variable
// in 3d space you don't wan't to rotate on your y axis
lineCollider.transform.Rotate(0, angle, 0);
}
Thanks for checking the tutorial out!!!
Heres the same thing with pictures: [http://zackgrizzle.ninja/tutorials.html][1]
[1]: http://www.zackgrizzle.ninja/tutorials.htmlTue, 06 Jun 2017 07:54:15 GMTZackOfAllTradesAnswer by bugz313
http://answers.unity.com/answers/1135478/view.html
You can try my plugin:
https://www.assetstore.unity3d.com/en/#!/content/32762,You can try this:
https://www.assetstore.unity3d.com/en/#!/content/32762Sun, 31 Jan 2016 00:57:45 GMTbugz313Answer by Swati Patel
http://answers.unity.com/answers/919724/view.html
Hey mikhailovic
your code looks similar to my blog http://www.theappguruz.com/tutorial/draw-line-mouse-move-detect-line-collision-unity2d-unity3d/.
Now to add collider to this line, check this http://www.theappguruz.com/unity/add-collider-to-line-renderer-unity/
Hope it will help you.Mon, 09 Mar 2015 21:21:08 GMTSwati PatelComment by mikhailovic
http://answers.unity.com/comments/769400/view.html
I could need more help changing my current code.Tue, 12 Aug 2014 14:22:32 GMTmikhailovicComment by robertbu
http://answers.unity.com/comments/769049/view.html
[http://answers.unity3d.com/questions/418759/how-might-i-go-about-making-a-trail-render-that-de.html][1]
[http://answers.unity3d.com/questions/285040/draw-a-line-in-game.html][2]
[1]: http://answers.unity3d.com/questions/418759/how-might-i-go-about-making-a-trail-render-that-de.html
[2]: http://answers.unity3d.com/questions/285040/draw-a-line-in-game.htmlTue, 12 Aug 2014 03:21:57 GMTrobertbu