本文介绍了碰撞检测无法统一工作的处理方法,对大家解决问题具有一定的参考价值,需要的朋友们下面随着小编来一起学习吧!

问题描述

首先,我知道这个问题已经问了很多,但我找不到解决方案,所以我的问题是,我在做一个教育游戏,我有静脉和血流(有很多盒子碰撞器)和一个血细胞(也有一个盒子对撞机)但是我希望细胞在到达壁对撞机时被破坏,但它不只是留在那里,这是项目!


来源

First, I know that this question has been asked a lot, but I cant find a solution, so mi problem is, Im making an educational game, and I have a vein and the blood flow (with many box colliders) and a single blood cell (also with a box collider) however i want the cell to destroy when it reaches the wall collider, but it doesn't it just stays there, here is the project!

http://tinypic.com/r/10706es/9

(cant upload images because of my reputation, sorry)

The collider where I want to destroy my cell is the pink collider, however when it touches it it just does nothing, here's my script

using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class collision : MonoBehaviour {
    // Use this for initialization
    void Start () {
    }

    // Update is called once per frame
    void OnCollisionEnter(Collision col)
    {
        print("hihi");
        if (col.gameObject.tag == "Collider")
        {
            Destroy(gameObject);
        }
    }
}

Also, here is the AddForce script

using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class AddForce : MonoBehaviour {

    public float thrust;
    public Rigidbody rb;
    private Vector3 up;
    private bool move;

    void Start()
    {
        rb = GetComponent<Rigidbody>();
        up = new Vector3(0, 1, 0);
        move = false;
    }

    void FixedUpdate()
    {
        if (Input.GetKey("space"))
        {
            if (rb.velocity.magnitude < 5)
                rb.AddForce(up * thrust);
            move = true;
        }

        else
        {
            if (move == true)
                rb.velocity = new Vector3(0, -0.5F, 0);
        }


    }
}

thanks for your help guys! :D

解决方案

It can be several things, whether you are using OnTriggerEnter or OnCollisionEnter:

  • Missing RigidBody (the most common). At least one of the GameObjects involved needs to have a RigidBody. (check if at least one of them have a RigidBody attached and, if you are using OnCollisionEnter, does not have the "Is Kinematic" checked). See the below collision matrix for more information.

  • Missing tag. The GameObject from collision does not have a "Collider" tag (try to remove the if statement to test it) (to compare tags, use collider.gameObject.CompareTag("Collider"), it has a better performance)

  • Undetectable collision. The physics Layer Collision Matrix is set to not detect collision between the layers the objects are (enter Edit > Project > Phisics and check if the encounter of the layer of both GameObjects are checked inside Layer Collision Matrix)

  • Wrong Collider configuration. one or both of the GameObjects have a small/wrong placed or absent Collider (check if they both have a Collider component and if their size are correct)

If it's working, you should be able to press play and drag one GameObject into the other one and your Debug.Log will appear.

As an advice, use tag names that better describe the group of GameObjects that will be part of it, like "RedCells" or "WhiteCells". It'll be easier to configure the Layer Collision Matrix and improve the performance of your game.

Another advice: for colliders that just destroys another GameObject (don't react, like bump or actually collide) I use triggers. That way, the collision between them will not alter anything in the remaining GameObject (like direction/velocity/etc). To do that, check the Is Trigger in the Collider and use OnTriggerEnter instead of OnCollisionEnter.


Source

这篇关于碰撞检测无法统一工作的文章就介绍到这了,希望我们推荐的答案对大家有所帮助,也希望大家多多支持!

07-24 20:28