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Question by Jeston 1 · Oct 06, 2010 at 07:31 PM · collisionraycastbullet

Unity3 CollisionDetection.Continuous for Bullets causing ricochet

I noticed some new rigidbody flags for collision detection methods in unity 3 so I am playing around with it now but was curious if anyone has tried to make a bullet with the new collision routines.

I added a rendertrailer to my bullet sphere and notice that the bullets are ricocheting around the static level mesh as opposed to calling 'OnCollisionEnter' when it ricochets... I guess we still have to do a raycast on a per frame basis?

The docs don't really give many details about the implementation of each flag: ContinuousDynamic, Dynamic, and Discrete.

So it is still better to mark a bullet as Discrete and raycast old -> new position each frame?

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avatar image Herman-Tulleken · Oct 27, 2010 at 01:42 PM 0
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Yup, I had the same problem: http://answers.unity3d.com/questions/20105/why-is-oncollisionenter-not-always-called. Using triggers instead did not solve my problem.

avatar image Jeston 1 · Oct 27, 2010 at 08:16 PM 0
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I basically ditched the new unity 3.0 features and kept with the old methedologies of raycasting old position -> new position and checking the info that gets passed back.

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Answer by Peter G · Feb 27, 2011 at 02:52 PM

Your walls also have to be set to ContinuousCollisionDetection. Dynamic CCD is for moving objects and CCD is for any objects that they can collide with.

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Answer by George Profenza · Oct 11, 2010 at 07:20 PM

I just started with unity, and don't fully understand the question, but are you trying to stop the bullet or handle a bullet collision ?

I wanted to stop projectiles into a wall, so I added a box collider to my wall, then looked for projectile collisions using tags:

function OnCollisionEnter(collision : Collision) {
    if(collision.gameObject.tag == "projectile")
    {
        print("projectile hit at: " + collision.relativeVelocity.magnitude);
        Destroy(collision.rigidbody);
    }
    for (var contact : ContactPoint in collision.contacts) {
        Debug.DrawRay(contact.point, contact.normal, Color.white);
        print(contact.point);
    }
}

HTH

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