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Question by r005t · Aug 30, 2013 at 01:20 AM · c#rigidbodyinstantiateprefabprefabs

Instantiated prefab doesn't collide with player

I am instantiating cubes on a mouse click, in order to allow the player to create a number of platforms for puzzle solving in game. The prefab they are associated with is Unity's standard cube with a texture and rigid body attached. However, while the prefab they are based on can be jumped on by the player and pushed, etc. the player falls through the instantiated cubes. Why is this?

Here is the script I have written:

public class ProjectileGeneratorScript : MonoBehaviour {

 public GameObject crystalCube;
 float nextSummon=0;
 public float summonRate = 0.5f;
 public float cubeSpeed = 10;
 public AudioClip summonFX;
 
 // Use this for initialization
 void Start () 
 {
 
 }
 
 // Update is called once per frame
 void Update () 
 {
     if(Input.GetButtonDown("Fire1") && (Time.time > nextSummon))
     {
         //print ("Bullet fired.");
         nextSummon = Time.time + summonRate;
         //Instantiate instance of projectile and cast to game object.
         GameObject cloneCube = (GameObject)Instantiate(crystalCube,transform.position,transform.rotation);
         cloneCube.rigidbody.velocity = transform.TransformDirection(new Vector3(0,0,cubeSpeed));
         Physics.IgnoreCollision(cloneCube.collider,transform.root.collider);
         //play fx
         //audio.PlayOneShot(summonFX);
     }
 }

}

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avatar image getyour411 · Aug 30, 2013 at 01:58 AM 0
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What is this doing: Physics.IgnoreCollision(cloneCube.collider,transform.root.collider);

What object is this script attached to?

avatar image DryTear · Aug 30, 2013 at 04:07 AM 0
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That ^^^ simply makes sure that the bullet doesnt collide with the thing that instantiated it, (Camera?)

avatar image r005t · Aug 30, 2013 at 05:10 PM 0
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@getyour411 my assumption is that it did what @DryTear indicates. I thought the script was on a sphere attached to the character. But if the root is considered the parent object, that perhaps that is negating the character's collider. I will take a look at that, it seems like that could be the issue, although, does Physics.IgnoreCollision() permanently turn off collision for its two arguments?

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