• 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
Question by jamesatighe · Jun 20, 2018 at 04:38 PM · collisioncollision detectioncollision2d

Check collision above player with raycasthit2d array

Hi Guys,

I’m having an issue with my collision detection.

I followed one of the proper Unity tutorials on YouTube and have made a character physics script with a controller.

This works nicely and the Ground Check (even on slopes) works fine.

The problem is I need to be able to detect which side of the block/background the player sprite has hit.

I tried doing this using the below

 if (hitBufferList[i].point.t > rb2d.position.y)
 {
     Debug.Log(“Hit Head!”);
 }

This is done but a function that uses Rigidbody2D.Cast to get the collisions into a List I then loop through and check with a move function.

I don’t was under the assumption RaycastHit2D.point was the world co-ordinate of the collison point. So if this was higher than the player it would be above them.

Weirdly it works the other way around (if less than) showing the collision was below the player.

Is there a way to determine the side of collision using normalized vectors? I.e if the normalised vector is negative or postive I could determine the direction?

I can share more code if that helps?

Cheers

James

Comment

People who like this

0 Show 0
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

1 Reply

· Add your reply
  • Sort: 
avatar image
Best Answer

Answer by jamesatighe · Jun 27, 2018 at 03:11 PM

Turns out it was a simple solution.

I had placed the if statement in the wrong loop :(

     void Movement(Vector2 move, bool yMovement)
     {
         float distance = move.magnitude;
 
         if (distance > minMoveDistance)
         {
             int count = rb2d.Cast(move, contactFilter, hitBuffer, distance + shellRadius);
 
             hitBufferList.Clear();
             for (int i = 0; i < count; i++)
             {
                 hitBufferList.Add(hitBuffer[i]);
             }
 
             for (int i = 0; i < hitBufferList.Count; i++)
             {
                 Vector2 currentNormal = hitBuffer[i].normal;
                 Collider2D collider = hitBufferList[i].collider;
                 if (currentNormal.y > minGroundNormalY)
                 {
                     grounded = true;
                     if (yMovement)
                     {
                         groundNormal = currentNormal;
                         currentNormal.x = 0;
 
                     }
 
 
                  }
                 float playerpos = rb2d.position.y;
                 if (hitBufferList[i].point.y > playerpos)
                 {
                     velocity.y = velocity.y - 2;
 
                     if (collider.tag == "Blocks")
                     {
                         if (blockHit == false)
                         {
                         SpriteRenderer sprite = collider.GetComponent<SpriteRenderer>();
                         blockHit = true;
                         StartCoroutine(blockBounce(sprite.transform));
                         }
                     }
 
                 }
 
                 float projection = Vector2.Dot(velocity, currentNormal);
     
                 if (projection < 0)
                 {
                     //velocity = velocity - projection * currentNormal;
                 }
                 float modifiedDistance = hitBuffer[i].distance - shellRadius;
                 distance = modifiedDistance < distance ? modifiedDistance : distance;
             }
         }
 
         rb2d.position = rb2d.position + move.normalized * distance;
     }

This code then worked perfectly. If the hitBuffer point.y is greater than (above) the player, then I have hit a block above me.

This then runs a test script to bump the block up (like in Super Mario Bros.).

I should remove the projection part as I am no longer using that.

James

Comment

People who like this

0 Show 0 · Share
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

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

137 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 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 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

Sprite ignoring collison 1 Answer

collisions does not get detected every time 0 Answers

if statement not working when detecting collision between two prefabs 1 Answer

Disable collision before collision actually happens 1 Answer

2d Collision not detect player when it falls 2 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