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I'm doing a top down space shooter type game, and I need the player to react to everything in different ways.
So what are the best colliders to use? I've tried primitive + Rigidbody with isKinematic = true, this gets me close, but I go right through static walls, and movement with transform just doesn't seem as smooth as adding a force to a rigidbody. Sorry if this question seems long.
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I'd probably do this: Walls Projectiles Enemies Hope this covers everything.
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Just a thought on the player-projectile collision: From what I've seen in other engines --> a problem that the high speed of the projectile could be an issue that it could actually pass through the player/target/etc. between two frames (or physics steps) and collision is not registered. How about ignoring collision (link) between projectile and player and casting a ray instead and triggering your damage and invulnerability this way? Just a thought, so don't mind me if that's not what you want. Actually, I think I'll just set the projectiles as triggers, don't know why I didn't think of that before. That solves one of my problems.
Feb 04 '10 at 05:51 AM
dhendrix
I agree, rays is the way to with projectiles.
Feb 04 '10 at 03:03 PM
Jademyr
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You can't use isKinematic = true if you want the object to respond to collisions at all. Would there be any problem in just using a ridigbody (with isKinematic = false) and moving the ship by applying forces? When your projectiles are triggers they shouldn't cause the ship to move.
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