Collision between objects in hand + recoil on weapons
I'm preparing to make a project for university and was investigating how to make objects you are holding interact with eachother and to make a recoil system. The problem is how to parent the objects so that physics work properly. I've read that joints should be the way to go but don't know if it fits my idea. My idea is that objects in my hands cannot go through objects, including between the objects I'm holding. Also make a physics based recoil so that the hand also recoils in game and immediately goes back to its original position with a counter force (base idea, not polished or tested yet so if you have any tips on a better way I would love to hear them) : ) Are joints what I need to make that recoil physics work AND make it so that the weapons I'm holding don't go through objects & walls?1.1KViews0likes1CommentCamera entering objects
I have several imported .obj files in my game. These object's only components are mesh renderers. The only issue I am having with them occurs when the player approaches these objects from certain angles. If approached from just the right direction the player camera will end up essentially inside the object. Essentially if the player "slides" alongside the object at the right angle they end up partially inside it. They cannot walk through the object or anything just get a glimpse of the poorly rendered interior. How can I prevent this? I have tried adding rigid bodies and colliders to the player camera but the effect remains. Any ideas? Thanks.1.1KViews0likes4CommentsI have some issues with OnTriggerEnter
I have some issues with OnTriggerEnter and acivate a Area sound. My Scripts no detect the collider and no activate de sound when i was enter in the area. -sorry for my english. Script; public class AlarmaArea : MonoBehaviour { public GameObject areaSonido; void OnTriggerEnter(Collider other) { if (other.gameObject.tag == "Player") { areaSonido.SetActive(true); } } }518Views0likes0CommentsIssues with player-object collisions
I have been having consistent issues with my player controller. Basically my problem is that my player can either walk through objects or he can't get close to objects at all. Frequently, if I try to force the player to approach an object the camera will end up jerking up the side of the object as though it is climbing stairs. To solve the climbing issue I have tried setting my player controller slope limit to 0 and the step offset to 0 and in each case I still end up climbing the object. To solve the issue of not being able to approach the object to within a distance that allows any interaction I have tried changing my skin width and the character control radius- no matter what I do I either am able to not approach the object or I end up getting stuck inside the object. I have also tried altering the camera clipping planes. Sorry I know this post is long but for the life of me I cannot figure out what is going on here so I hope one of you can tell me what I am doing wrong! Thanks! ps. Is there a way to attach pictures to these posts525Views0likes0CommentsPreventing Player Climbing
Currently in my game when a player approaches an object that has a slope they will sort of jump onto the object and then begin moving up it. For example, my game allows players to pull on "levers" which are cube objects that I stretched to look like light switches. Even though these levers are suspended in the air, the player still ends up on top of them if they get too close. Is there an easy way to prevent the player from moving onto any objects other than the floor upon which the player stands? Essentially I want to be able to lock the players y-position so that they cannot move vertically at all. EDIT: I figured it out. Just had to change the slope limit for the character controller.642Views1like1CommentHandling Collisions with the OVRAvatar
I have the OVR Avatar set up and working in my project but I have been having some issues with buggy collisions with objects in game. For example, sometimes while approaching an object I will end up sort of "teleported" so that the player is standing on top of the object which is disorienting and breaks immersion. I also occasionally find myself stuck inside objects if I approach them from certain angles preventing me from moving at all. Is there any built-in way of detecting and handling these collisions? Thanks!504Views0likes0CommentsTrouble implementing OnCollisionEnter, OnTrigerEnter behavior on OVRPlayerController
Hi, I'm pretty new to Unity development and developing for the Oculus Rift in particular, so my question might be trivial. I've just spent a lot of time unsuccessfully trying to evoke collisions and trigger messages on objects in my game environment using the OVRPlayerController as the collider. However, the other object never registers the collider of the OVRPlayerController. I understand that for certain types of collisions to occur, the objects/OVRPlayerController need Rigidbodies (as discussed on https://docs.unity3d.com/Manual/CollidersOverview.html), however I have been unsuccessful at evoking any of the collision scenarios described in the link mentioned. Has anyone experienced this in their development, and if so could you let me know how you fixed the issue (if you did)? Thanks!949Views0likes0Comments