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Objects Collision

Discussion in 'Physics' started by entermax, Nov 7, 2018.

  1. entermax

    entermax

    Joined:
    May 30, 2016
    Posts:
    3
    hi guys, am working on a game where I want to destroy my object when it gets hit with another.
    make note it is 2D car racing on a track.
    the thing is it seems the collision is not being detected. after searching I came a cross the idea of that using "transform" is the reason for that and that i have to use "moveposition" for the rigidbody2D, is this right or wrong?
    and this is the code that I am using to control the car, what are the changes I need to do for it to detect the collision?

    Code (CSharp):
    1. public class CarControl : MonoBehaviour {
    2.  
    3.     float speedForce = 25f;
    4.     float maxSpeed = 25;
    5.     float torqueForce = -200f;
    6.     float maxStickinessVelocity = 10f;
    7.  
    8.     void FixedUpdate()
    9.     {
    10.         Rigidbody2D rb = GetComponent<Rigidbody2D>();
    11.        
    12.  
    13.      
    14.  
    15.         // driftfactor manipulates the car's velocity
    16.         float driftFactor = 1f;
    17.  
    18.  
    19.         //make the care drift on high speed
    20.         if (rightVelocity().magnitude > maxStickinessVelocity)
    21.         {
    22.             driftFactor = 0.8f;
    23.         }
    24.  
    25.        
    26.  
    27.         //make the car stops drifting on low speed
    28.         if (ForwardVelocity().magnitude > 25f)
    29.         {
    30.             if (rightVelocity().magnitude < minStickinessVelocity)
    31.             {
    32.                 driftFactor =  0.3f;
    33.             }
    34.         }
    35.  
    36.         //velocity of the car
    37.         rb.velocity = ForwardVelocity() + rightVelocity() * driftFactor;
    38.  
    39.         //accelerate input control
    40.         if (Input.GetButton("Accelerate"))
    41.         {
    42.             rb.AddForce(transform.up * speedForce);
    43.             //rb.AddForceAtPosition to add force at wheels
    44.  
    45.         }
    46.  
    47.         //brake input control
    48.         if (Input.GetButton("Brake"))
    49.         {
    50.             rb.AddForce(transform.up  * -speedForce /3f);
    51.             //rb.AddForceAtPosition to add force at wheels
    52.  
    53.         }
    54.  
    55.         float t = Mathf.Lerp(0, torqueForce, rb.velocity.magnitude /25);
    56.        
    57.         rb.angularVelocity = (Input.GetAxis("Horizontal") * t);
    58.  
    59.  
    60.     }
    61.  
    62.  
    63.     //calculates forward velocity
    64.     Vector2 ForwardVelocity()
    65.     {
    66.         return transform.up * Vector2.Dot(GetComponent<Rigidbody2D>().velocity, transform.up);
    67.     }
    68.  
    69.     //calculates side velocity
    70.     Vector2 rightVelocity()
    71.     {
    72.         return transform.right * Vector2.Dot(GetComponent<Rigidbody2D>().velocity, transform.right);
    73.     }
    74.  
    75.     void OnTriggerEnter(Collider other)
    76.     {
    77.         if (other.gameObject.CompareTag("Track"))
    78.         {
    79.             Debug.Log("Track");
    80.         }
    81.     }
    82. }
     
  2. entermax

    entermax

    Joined:
    May 30, 2016
    Posts:
    3
    Extra info: the car do collide with walls and other objects. but the OnCollisionEnter method never seem to work.
    this one of the scripts i tried to use.
    and yes the tag is written correctly

    Code (CSharp):
    1. public class CarInteraction : MonoBehaviour {
    2.  
    3.     void OnCollisionEnter(Collision col)
    4.     {
    5.         if(col.transform.CompareTag("Obstacle"))
    6.         Debug.Log("hit");
    7.     }
    8. }
     
  3. entermax

    entermax

    Joined:
    May 30, 2016
    Posts:
    3
    ok i got what was wrong, needed to use OnCollisionEnter2D.
    you can delete the thread