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• ### Similar Content

• Hello forum,
I have some decent amount of experience in Unity making games for Software Engineering projects in college, these were very specific projects however and I still am fairly new to building games. I wanted to make a game that uses the shadows of objects for collision detecting (i.e. shooting a gun at a characters shadow causes that character damage. What is the best engine to do this in (game will be 3D), and does anyone have any advice on how to approach this concept? I consider myself fairly experienced in programming, but game dev is just an entirely different beast.
• By juicyz
Hey all,
I've been slowly working on my game called AotW for a while now.  I have come to the conclusions that it would be nice to cooperate with 1 or 2 others to help finish it.  Ive been trying to keep my GDD up to date with my ideas and development so that would give a better overview of the game when the time comes.  Currently I have a basic skeleton of the RPG elements needed but everything can still be discussed and talked about and we can transform my idea to something the group likes.
The premise of the game is a Diablo-like procedurally generated map with RPG elements that include sockets, inventory, classes, abilities, crafting, loot, items, sockets, and enchanting.  This will be done in a 2D iso view as I can't do 3D art and I enjoy 2D games a lot.

I don't plan on releasing this as this is more of a hobby project for me and I have a full-time job.  Though I'd like to start putting more hours into development and having others definitely will be motivation.  I also want to be able to say I have finally "finished" a game idea to some degree.  If the time comes and we want to release it, then we can go ahead and do so but that's not my purpose or plan.

Discord:
Juicyz#3683

Thanks,
Juicyz

• Hi, I've been working on this issue for a while and haven't yet found an answer.
Does anyone know the best way to convert unity's LAT & LONG into a vector 3 position that I could use in a virtual world (if it's even possible).

• I am taking an absolute beginner's game development course and we have just finished game jams in small groups. Our current assignment is to get feedback from people working in any aspect of game development. I would very much appreciate any feedback! The game is up on itchi.io (sound warning) https://wobbegong.itch.io/zombie-shooter It's essentially a very basic PvE.
I also have some things I'm wondering about, but you don't necessarily have to answer these.
1. Do you have any tips on working with physics? My group wrestled a bit with Rigidbody physics not totally working the way we wanted to -- jumping ended up kind of floaty and inclines seem to mess up movement. Alternatively... how can I build terrains with depth that won't result in wonky physics?
2. How can I keep up the level of challenge in an interesting way as the player progresses through the waves?
3. What are some of your personal guidelines for creating title screens?
Thank you very much in advance!

• I'm having a weird issue with detecting a collision. I've tried everything I could find online but nothing seems to work. I have a brick object. It has a 2D Collider attached and I have also attached a 2D Rigidbody on it. I also have an EndScreen 2D Collider. The EndScreen 2D collider is tagged with "EndScreen". I am trying to detect when a brick collides with the end screen collider and simply print "game over" in the console.
This is my current code for this part of the program, it is attached to the bricks:
void OnCollisionEnter (Collision2D collision) { if (collision.gameObject.tag == "EndScreen") { Debug.Log("Game over"); } } Several things have happened depending on the set up. If I have the rigidbody 2D set as static, my ball object can still collide with the bricks, but I get no Log message. If I set it to Kinematic or Dynamic, I get absolutely no interaction between the ball and the bricks, and nothing when the bricks pass through the collider. I have tried to set the collider to a trigger and use OnTriggerEnter2D, no change. I have tried to put the rigidbody on the EndScreen object and tried to set it's body type to all 3 settings, no change. The only thing I can think of that I have not done is put the script on the EndScreen object and switch the tag to the bricks. The reason I have not done this is because I will have several types of bricks, some of which will have different tags.

Please tell me somebody can see what I'm doing wrong here, because I'm losing my mind over something I feel should be ridiculously simple. Thanks.

# Unity Unity Raycast Being Weird

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I've been working on a 2D raycasting system, and have an odd glitch-like thing going on. When the rays fire off and collide with something, all of the rays work perfectly well except for one. This ray keeps pushing past the collider and, in turn, is constantly changing the player's y-values.

Can anyone see a fix?

Code:

using UnityEngine;
using System.Collections;

[RequireComponent(typeof(BoxCollider2D))]
public class Controller2D : MonoBehaviour
{

const float skinWidth = .015f;
public int horizontalRayCount = 4;
public int verticalRayCount = 4;

float horizontalRaySpacing;
float verticalRaySpacing;

BoxCollider2D collider;
RaycastOrigins raycastOrigins;

void Start()
{
collider = GetComponent<BoxCollider2D>();
CalculateRaySpacing();
}

public void Move(Vector3 velocity)
{
UpdateRaycastOrigins();
if (velocity.x != 0)
{
HorizontalCollisions(ref velocity);
}
if (velocity.y != 0)
{
VerticalCollisions(ref velocity);
}

transform.Translate(velocity);
}

void HorizontalCollisions(ref Vector3 velocity)
{
float directionX = Mathf.Sign(velocity.x);
float rayLength = Mathf.Abs(velocity.x) + skinWidth;

for (int i = 0; i < horizontalRayCount; i++)
{
Vector2 rayOrigin = (directionX == -1) ? raycastOrigins.bottomLeft : raycastOrigins.bottomRight;
rayOrigin += Vector2.up * (horizontalRaySpacing * i);
RaycastHit2D hit = Physics2D.Raycast(rayOrigin, Vector2.right * directionX, rayLength, collisionMask);

Debug.DrawRay(rayOrigin, Vector2.right * directionX * rayLength, Color.red);

if (hit)
{
velocity.x = (hit.distance - skinWidth) * directionX;
rayLength = hit.distance;
}
}
}

void VerticalCollisions(ref Vector3 velocity)
{
float directionY = Mathf.Sign(velocity.y);
float rayLength = Mathf.Abs(velocity.y) + skinWidth;

for (int i = 0; i < verticalRayCount; i++)
{
Vector2 rayOrigin = (directionY == -1) ? raycastOrigins.bottomLeft : raycastOrigins.topLeft;
rayOrigin += Vector2.right * (verticalRaySpacing * i + velocity.x);
RaycastHit2D hit = Physics2D.Raycast(rayOrigin, Vector2.up * directionY, rayLength, collisionMask);

Debug.DrawRay(rayOrigin, Vector2.up * directionY * rayLength, Color.red);

if (hit)
{
velocity.y = (hit.distance - skinWidth) * directionY;
rayLength = hit.distance;
}
}
}

void UpdateRaycastOrigins()
{
Bounds bounds = collider.bounds;
bounds.Expand(skinWidth * -2);

raycastOrigins.bottomLeft = new Vector2(bounds.min.x, bounds.min.y);
raycastOrigins.bottomRight = new Vector2(bounds.max.x, bounds.min.y);
raycastOrigins.topLeft = new Vector2(bounds.min.x, bounds.max.y);
raycastOrigins.topRight = new Vector2(bounds.max.x, bounds.max.y);
}

void CalculateRaySpacing()
{
Bounds bounds = collider.bounds;
bounds.Expand(skinWidth * -2);

horizontalRayCount = Mathf.Clamp(horizontalRayCount, 2, int.MaxValue);
verticalRayCount = Mathf.Clamp(verticalRayCount, 2, int.MaxValue);

horizontalRaySpacing = bounds.size.y / (horizontalRayCount - 1);
verticalRaySpacing = bounds.size.x / (verticalRayCount - 1);
}

struct RaycastOrigins
{
public Vector2 topLeft, topRight;
public Vector2 bottomLeft, bottomRight;
}

}


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While I don't immediately see the error, you could try doing the Debug.Draw in different colors based on i to see if it's always the same ray that's messing up, and then Debug print values for that specific ray and see if anything becomes apparent.

In the VerticalCollisions I was slightly surprised to see velocity.x used, but I guess it makes sense for movement collision? (Although HorizontalCollisions doesn't do the equivalent.)

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your'e probably experiencing an unusual case with the raycast caused by the corner.Try separating the box and the rectangular stage into separate pieces to see if that helps..

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your'e probably experiencing an unusual case with the raycast caused by the corner.Try separating the box and the rectangular stage into separate pieces to see if that helps..

They both start separated, with the square at the top. The gravity causes the square to land on the rectangle.

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While I don't immediately see the error, you could try doing the Debug.Draw in different colors based on i to see if it's always the same ray that's messing up, and then Debug print values for that specific ray and see if anything becomes apparent.

In the VerticalCollisions I was slightly surprised to see velocity.x used, but I guess it makes sense for movement collision? (Although HorizontalCollisions doesn't do the equivalent.)

Interestingly, the same ray is always changing when it shouldn't be. I changed the color and it still occurred. If the player falls from high enough, the rays doesn't seem to change its values. If the player lands close to the platform, the stray ray changes the value of the player by tiny amounts.

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While I don't immediately see the error, you could try doing the Debug.Draw in different colors based on i to see if it's always the same ray that's messing up, and then Debug print values for that specific ray and see if anything becomes apparent.

In the VerticalCollisions I was slightly surprised to see velocity.x used, but I guess it makes sense for movement collision? (Although HorizontalCollisions doesn't do the equivalent.)

Interestingly, the same ray is always changing when it shouldn't be. I changed the color and it still occurred. If the player falls from high enough, the rays doesn't seem to change its values. If the player lands close to the platform, the stray ray changes the value of the player by tiny amounts.

FIGURED IT OUT!

Turns out the gravity was accumulating and forcing the ray down. Just had to set gravity to 0 in the update function.

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If the rigidbody component is attached, you can turn off the gravity for the object there as well.  (If not, you must be doing custom gravity)

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If the rigidbody component is attached, you can turn off the gravity for the object there as well.  (If not, you must be doing custom gravity)

No, I am not using the rigidbody. I have custom gravity.

Thanks anyway :D