• 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 0mr_ashutosh0 · Dec 11, 2014 at 05:44 AM · collisionraycastboxcolliderboxcollider2dlayermask

BoxCollider2D is not working as expected

 // PlayerController Script
 
 using UnityEngine;
 using System.Collections;
 
 [RequireComponent(typeof(PlayerPhysics))]
 public class PlayerController : MonoBehaviour {
     
     // Player Handling
     public float gravity = 20;
     public float speed = 8;
     public float acceleration = 30;
     public float jumpHeight = 12;
     
     private float currentSpeed;
     private float targetSpeed;
     private Vector2 amountToMove;
     
     private PlayerPhysics playerPhysics;
     
 
     void Start () {
         playerPhysics = GetComponent<PlayerPhysics>();
     }
     
     void Update () {
         targetSpeed = Input.GetAxisRaw("Horizontal") * speed;
         currentSpeed = IncrementTowards(currentSpeed, targetSpeed,acceleration);
         
         if (playerPhysics.grounded) {
             amountToMove.y = 0;
             
             // Jump
             if (Input.GetButtonDown("Jump")) {
                 amountToMove.y = jumpHeight;    
             }
         }
         
         amountToMove.x = currentSpeed;
         amountToMove.y -= gravity * Time.deltaTime;
         playerPhysics.Move(amountToMove * Time.deltaTime);
     }
     
     // Increase n towards target by speed
     private float IncrementTowards(float n, float target, float a) {
         if (n == target) {
             return n;    
         }
         else {
             float dir = Mathf.Sign(target - n); // must n be increased or decreased to get closer to target
             n += a * Time.deltaTime * dir;
             return (dir == Mathf.Sign(target-n))? n: target; // if n has now passed target then return target, otherwise return n
         }
     }
 }
 


 // PlayerPhysics Script
 
 using UnityEngine;
 using System.Collections;
 
 
 [RequireComponent (typeof(BoxCollider2D))]
 public class PlayerPhysics : MonoBehaviour {
     
     public LayerMask collisionMask;
 
     private BoxCollider2D collider;
     private Vector3 s;
     private Vector3 c;
     
     private float skin = 0.05f;
     
     [HideInInspector]
     public bool grounded;
     
     Ray ray;
     RaycastHit hit;
     
     void Start() {
         collider = GetComponent<BoxCollider2D>();
         s = collider.size;
         c = collider.center;
     }
 
     public void Move(Vector2 moveAmount) {
         
         float deltaY = moveAmount.y;
         float deltaX = moveAmount.x;
         Vector2 p = transform.position;
         
         // Check collisions above and below
         grounded = false;
         
         for (int i = 0; i<3; i ++) {
             float dir = Mathf.Sign(deltaY);
             float x = (p.x + c.x - s.x/2) + s.x/2 * i; // Left, centre and then rightmost point of collider
             float y = p.y + c.y + s.y/2 * dir; // Bottom of collider
             
             ray = new Ray(new Vector2(x,y), new Vector2(0,dir));
             Debug.DrawRay(ray.origin,ray.direction);
             if (Physics.Raycast(ray,out hit,Mathf.Abs(deltaY),collisionMask)) {
                 // Get Distance between player and ground
                 float dst = Vector3.Distance (ray.origin, hit.point);
                 
                 // Stop player's downwards movement after coming within skin width of a collider
                 if (dst > skin) {
                     deltaY = dst * dir + skin;
                 }
                 else {
                     deltaY = 0;
                 }
                 
                 grounded = true;
                 
                 break;
                 
             }
         }
         
     
         
         Vector2 finalTransform = new Vector2(deltaX,deltaY);
         
         transform.Translate(finalTransform);
     }
     
 }
 


Please refer the attachment. If i select the ground having a Collider of 'BoxCollider' then the player detects the collision but if the Collider of 'ground' is 'BoxCollider2D' the player passes through it. why ??

I dont know why this is happening. although the scripts doesn't have anything to do with it but still I have attached it. may be there is a issue

alt text

untitled.png (178.4 kB)
Comment
Add comment · Show 3
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
avatar image Redeemer86 · Dec 11, 2014 at 06:42 AM 0
Share

Does your player object in any way dependent on z axis functions. If it's 3d oriented object having z axis specifics interacting with 2d functions and objects ... Then the above usually occurs.

Red

avatar image 0mr_ashutosh0 · Dec 11, 2014 at 09:35 AM 0
Share

no sir, its a 2D game and and movements are limited to x and y axis.

i have click 2D button in inspector just to represent the raycast and collision.

avatar image EvilTak · Dec 11, 2014 at 09:45 AM 0
Share

And also you should use SqrDistance instead of Vector3.Distance for performance (compare it as dst > skin * skin).

1 Reply

· Add your reply
  • Sort: 
avatar image
0

Answer by EvilTak · Dec 11, 2014 at 09:41 AM

You have used Physics.Raycast which only works for 3d. For 2d you will have to use Physics2D.Raycast. Also you should add a kinematic rigidbody to your player as moving by transform without rigidbody causes the physics engine to rebuild the whole scene. Preferably use kinematic rigidbody2d and rigidbody2d.MovePosition().

Comment
Add comment · 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

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

28 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

Related Questions

No Collision in 2d Scene 0 Answers

BoxCollider2D error 1 Answer

How can I make diagonal collisions work with raycasts from a boxcollider? (3D, C#) 0 Answers

How does Raycast layer mask work? 1 Answer

Collision between sambe objects with same Layer 1 Answer

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