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Resolved Collider isn't working

Discussion in 'Editor & General Support' started by kardok, Jan 11, 2022.

  1. kardok

    kardok

    Joined:
    Mar 11, 2018
    Posts:
    46

    Now i am instating this gameobjects. When i do only in this model, colliders aren't working at the beginning. When i run through them they starting the work. They layers is not NoCollision and all collider's are there and working. I don't know why but sometimes when i run through them, they are disappearing but when i click on the gameobject at hierarchy, they going back up. Could you pls help me with this?
     
  2. Kurt-Dekker

    Kurt-Dekker

    Joined:
    Mar 16, 2013
    Posts:
    38,689
    Since you have posted zero code or discussing how things in your game are moved and collided, nobody here can really say.

    With Physics (or Physics2D), never move colliders by the transform directly. You are bypassing the physics system.

    Always use the .MovePosition() and .MoveRotation() methods on the Rigidbody (or Rigidbody2D) to move things.

    https://forum.unity.com/threads/col...-unity-physic-rigidbody.1216875/#post-7763061

    As far as raycasting for the bullet, you have to debug to find out what things are hitting what.

    Beyond those two simple guesses, you must find a way to get the information you need in order to reason about what the problem is.

    What is often happening in these cases is one of the following:

    - the code you think is executing is not actually executing at all
    - the code is executing far EARLIER or LATER than you think
    - the code is executing far LESS OFTEN than you think
    - the code is executing far MORE OFTEN than you think
    - the code is executing on another GameObject than you think it is
    - you're getting an error or warning and you haven't noticed it in the console window

    To help gain more insight into your problem, I recommend liberally sprinkling Debug.Log() statements through your code to display information in realtime.

    Doing this should help you answer these types of questions:

    - is this code even running? which parts are running? how often does it run? what order does it run in?
    - what are the values of the variables involved? Are they initialized? Are the values reasonable?
    - are you meeting ALL the requirements to receive callbacks such as triggers / colliders (review the documentation)

    Knowing this information will help you reason about the behavior you are seeing.

    You can also put in Debug.Break() to pause the Editor when certain interesting pieces of code run, and then study the scene

    You could also just display various important quantities in UI Text elements to watch them change as you play the game.

    If you are running a mobile device you can also view the console output. Google for how on your particular mobile target.

    Another useful approach is to temporarily strip out everything besides what is necessary to prove your issue. This can simplify and isolate compounding effects of other items in your scene or prefab.

    Here's an example of putting in a laser-focused Debug.Log() and how that can save you a TON of time wallowing around speculating what might be going wrong:

    https://forum.unity.com/threads/coroutine-missing-hint-and-error.1103197/#post-7100494
     
    Kshesho and Ruud3DV like this.
  3. kardok

    kardok

    Joined:
    Mar 11, 2018
    Posts:
    46
    I got to many different zombies with same codes and same nav mesh agents. I also have the same model with 2 handed weapon which works perfectly fine... Could it be the weapon? I will look into it. But like i said, everything working fine in 13 diff zombie models and codes.
     
  4. kardok

    kardok

    Joined:
    Mar 11, 2018
    Posts:
    46
    It's working now, thank you very much. Now I know you feel like you didn't do anything but usally i am fixing my bugs with the wrong answers i got from others. Thanks again.