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Member Since 03 Jun 2000
Offline Last Active May 20 2015 02:55 PM

#5215894 [UNITY] Problem with 2d colliders in unity game.

Posted by on 11 March 2015 - 01:41 PM

This could be because the arrow is traveling so fast it's going entirely through the rock in a single frame. It depends how fast the arrow is traveling and the size of the colliders. I'd advise making the arrow slow to eliminate that possibility first.


Two other things I noticed:

You have a 2D collider on the rock - does the arrow also have a 2d collider? I'm not sure if 2D/3D colliders are compatible.

There's a warning on the game object you've selected (in the first screenshot) about the collider, that might also be the reason.

#5111940 Billboard issue in front of 3D object

Posted by on 25 November 2013 - 02:38 PM

With shaders you might be able to change the depth testing offset factor (see http://docs.unity3d.com/Documentation/Components/SL-CullAndDepth.html ) of the scenery to 0 - if I'm understanding the documentation properly this would make the scenery all screen facing in terms of depth, but I'm not sure if it would introduce any other problems.

#5111895 Billboard issue in front of 3D object

Posted by on 25 November 2013 - 11:55 AM

That's an interesting problem.


My first thought would be to not use full camera facing billboards, instead use normal quads that are orthogonal to the ground and put the texture on there. You'd still want them to billboard on the y axis however. The side effect of this would be that the sprites would look shortened vertically when viewing from above, so to compensate for that you'd have to stretch the quads vertically dependent on the camera angle. I can't think of any reasons immediately why this wouldn't work, and it seems preferable to messing with shaders.


I will elaborate if it's not clear what I'm saying.

#5025254 Haskell kicking my Asskell

Posted by on 24 January 2013 - 04:51 PM

The problem is "post xor mask" on line 7.


It should be "xor post mask" because the function comes first (unless it's an infix operator).


You can still use it as infix with special syntax:

"post `xor` mask"