• 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 greatreddevil · Sep 02, 2013 at 10:08 AM · game-state-management

Trigger an event only when all rigidbodies comes to rest (sleep)?

I have been working on this pool game for about a month now. I have rigidbodies attached to balls with spherecollider and my board has mesh collider. every thing was going well until i started working with gameplay logic (fouls, ball potting etc..) when i came across this problem with triggering the events that checks my game play logics. I need to check for fouls when the balls have come to rest and i tried doing this on update function as well as fixed update but i could not figure out when exactly are these function being called. some times it works just fine but most of the time these events get called even when balls are moving. \

void FixedUpdate() { if(currentPlayer.justShot) { StartCoroutine(CheckObjectsHaveStopped()); if(ballsCameToRest) { actionsOnBallRest(); } } } IEnumerator CheckObjectsHaveStopped() { Rigidbody[] balls=FindObjectsOfType(typeof(Rigidbody)) as Rigidbody[]; bool allSleeping=false; while(!allSleeping) { allSleeping = true; foreach (Rigidbody GO in balls) { if(!GO.IsSleeping()) { allSleeping = false; yield return null; break; } } } if(allSleeping) { ballsCameToRest=true; } } public void actionsOnBallRest() { currentPlayer.ShotCount++; currentPlayer.justShot=false; if(!didPot) { switchPlayer(); } checkforFoul(); }

I am planning to put all my game play logic inside the function actionsOnBallRest() which should be called only when all the balls come to rest (sleep) after some force has been added to them. I have been looking for the solution for few days now but haven't got much of success. If anyone cud help me out with this I'd be very very grateful.

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

The best place to ask and answer questions about development with Unity.

To help users navigate the site we have posted a site navigation guide.

If you are a new user to Unity Answers, check out our FAQ for more information.

Make sure to check out our Knowledge Base for commonly asked Unity questions.

If you are a moderator, see our Moderator Guidelines page.

We are making improvements to UA, see the list of changes.



Follow this Question

Answers Answers and Comments

16 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

Related Questions

Regarding implementation details of MonteCarlo AI playout. 2 Answers

When my !rigidbody.IsSleeping occurs my audio doesnt play, instead a brumming sound is playing? 2 Answers

State Machine loading scripts for each state [C#] 2 Answers

State Machines for game states 1 Answer

How to keep certain information when reloading a level 8 Answers

  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges