• Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
avatar image
0
Question by Eluem · Apr 03, 2016 at 10:41 PM · raycastcollision detectioncollision2dexplosion

Prevent explosion through walls

I'm working on a top down 2d game that contains some ranged attacks that create explosions on impact.

Imagine a rocket that detonates on a timer or when it impacts a wall. When it detonates, I generate an object with a particle system and a circle collider 2d (which I scale in sync with the particle system). When the collider calls OnTriggerEnter2D, before it runs any damage/knockback/ect code, it checks if the collision is blocked. I do this using a raycast (which checks only to objects in my high and low wall layers) from the center of the explosion toward the center of the transform attached to the object passed through to OnTriggerEnter2D. If the raycast finds any collisions, I return out of the OnTriggerEnter2D function and ignore the collision.

This works quite well, except for when the rocket enters the wall so far that the center of the rocket is inside the wall when it forms the explosion. This will cause the explosion to be completely ignored on any side of an obstacle. I've tried making the RigidBody on the rocket use continuous collision detection, but it will still go too far into the wall sometimes. I've considered making the raycast ignore objects that the cast starts inside, but this will simply make it so that sometimes explosions will go through walls, which just changes the problem.

I've also considered keeping the last position of the rocket each FixedUpdate and checking if the current position is inside a wall on detonation, if so, use the previous position.. but this feels very cludgy and can potentially create weird scenarios where the explosion looks too far from the rocket.

Does anyone have any advice?

Comment
Add comment
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

0 Replies

· Add your reply
  • Sort: 

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Welcome to Unity Answers

If you’re new to Unity Answers, please check our User Guide to help you navigate through our website and refer to our FAQ for more information.

Before posting, make sure to check out our Knowledge Base for commonly asked Unity questions.

Check our Moderator Guidelines if you’re a new moderator and want to work together in an effort to improve Unity Answers and support our users.

Follow this Question

Answers Answers and Comments

50 People are following this question.

avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image

Related Questions

Complex collision layers 1 Answer

OnCollisionEnter2D and OnCollisionExit2D executed at the same time 0 Answers

How can I apply damage based on a grenade explosion, but test whether the objects are behind cover so they are not damaged even within the explosion radius? 2 Answers

Collision point problem 1 Answer

How to change collision for just part of an object? (similar to sprite mask) 0 Answers


Enterprise
Social Q&A

Social
Subscribe on YouTube social-youtube Follow on LinkedIn social-linkedin Follow on Twitter social-twitter Follow on Facebook social-facebook Follow on Instagram social-instagram

Footer

  • Purchase
    • Products
    • Subscription
    • Asset Store
    • Unity Gear
    • Resellers
  • Education
    • Students
    • Educators
    • Certification
    • Learn
    • Center of Excellence
  • Download
    • Unity
    • Beta Program
  • Unity Labs
    • Labs
    • Publications
  • Resources
    • Learn platform
    • Community
    • Documentation
    • Unity QA
    • FAQ
    • Services Status
    • Connect
  • About Unity
    • About Us
    • Blog
    • Events
    • Careers
    • Contact
    • Press
    • Partners
    • Affiliates
    • Security
Copyright © 2020 Unity Technologies
  • Legal
  • Privacy Policy
  • Cookies
  • Do Not Sell My Personal Information
  • Cookies Settings
"Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere (more info here). Other names or brands are trademarks of their respective owners.
  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges