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Question by Kith · Mar 23, 2010 at 05:42 AM · 2dcollisionprojectileignore

How to ensure projectiles don't bump into each other

Pretty much what the title says. I'm making a side-scrolling "Mega-man" like game, but the problem is that the projectiles, if shot quick enough, bump into each other and start flying through the Z-Axis. How do I make the projectiles ignore these collisions?

I've tried this script attached to my projectile...

function OnCollisionStay(collision : Collision) {
    if (collision.gameObject.tag == "projectile") {
        Physics.IgnoreCollision(collision.collider, collider);
    }
}

and tagged my projectile prefab with "projectile", but it doesn't seem to work.

Any help would be greatly appreciated.

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Answer by qJake · Mar 23, 2010 at 06:01 AM

Call Physics.IgnoreCollision() inside of Start(), not when the projectiles collide. IgnoreCollision() is a preventative measure, not a reactionary one.

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Answer by Kith · Mar 23, 2010 at 06:29 AM

function Start () { var projectiles = GameObject.FindGameObjectsWithTag ("projectile"); for (var projectile in projectiles) { if(!(projectile.collider == collider)) Physics.IgnoreCollision(projectile.collider, collider); }

 Destroy(gameObject, 7);
 rigidbody.AddRelativeForce (Vector3.right * (speed));

}

Thanks! This is the code that fixed my problem. I thought that you called IgnoreCollision right when you first detect the collision, but it makes more sense for it to be reactionary. Thanks again :-).

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