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Question by Jsosborn · Nov 13, 2015 at 01:46 PM · collisiondifferent objects

Differentiate and assign damage between two objects based off of collision?

So I am making a 2D game thats main mechanic is two players control objects that can collide with each other and eventually destroy each other. However, I can't seem to differentiate between w$$anonymous$$ch objects gets the damage and w$$anonymous$$ch object inflicts it because OncollisionEnter2D only differentiates between tags and will say that both objects, having collided with each other, have damage. So just to emphasize and clarify I need a script w$$anonymous$$ch says: Since player 1 was moving towards player 2 and therefore collided with player 2 - player 2 has received the collision and should now take damage. I have theorized about some ways to do it using the value of velocity since movement is done by using Rigibody2d().AddForce - or using vectors and calculating for theta as an angle based upon how much a players path was disrupted but I haven't tried these out yet and don't really know where to start. Any insight or suggestions would be much appreciated. Thanks in advance!

Oh, and the code I am using for health and collision is pretty basic but here it is: void Start () { health = 100f;

     }
     
     // Update is called once per frame
     void Update () {
         if (health <= 0) {
             Destroy (gameObject);
         }
     
     }
 
     void OnCollisionEnter2D(Collision2D coll) {
         if (coll.gameObject.tag == "Player2") {
             Debug.Log (health);
             Damage ();
         }
 
     }
 
     void Damage () {
 
             health = health - 10;
             
 
         
     }
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avatar image dr_adrii · Nov 13, 2015 at 05:01 PM 0
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You could compute the resultant velocity and use its direction to judge who takes damage?

avatar image Jsosborn dr_adrii · Nov 13, 2015 at 06:12 PM 0
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Thats what I'm thinking as well. The problem is I am fairly new to Unity and thats a little beyond my skill level. Doesn't mean I'm not going to try - but its a learning curve nonetheless. Thanks!

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