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Trying to test collisions with objects in array


Trying to test collisions with objects in array

By : Lireoec
Date : November 22 2020, 10:33 AM
seems to work fine When you move from one frame to the next, everything on the previous frame is deleted, so unless your cols array is regenerated when you come back to the frame, you're trying to test for collisions with objects that don't exist anymore.
code :


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Adding "objects collisions" in the "collisions layer"

Adding "objects collisions" in the "collisions layer"


By : Babyyaya
Date : March 29 2020, 07:55 AM
wish of those help You can achieve this using RenderTargets. Here's a related question on how to use them.
Basically, you can draw all your collision sprites to the render target, making a single texture out of multiple ones. You can do this on each frame if your collision layer changes often.
Comparing hashes to test for collisions

Comparing hashes to test for collisions


By : Sayan Mukherjee
Date : March 29 2020, 07:55 AM
will be helpful for those in need
Is the best method to have a single hash in a variable to compare against or to have a list of all hashes previously generated and compare the latest hash to each item in the list.
How to check objects collisions

How to check objects collisions


By : Thomas
Date : March 29 2020, 07:55 AM
help you fix your problem Put colliders and collision events on all the GameObjects that you want to recognize collisions for. If you just want to access the script of the other objects and you aren't sure which object you're colliding with you can do something like this:
code :
void OnCollisionStay(Collision collisionInfo)
{
    var cubeScript = collisionInfo.gameObject.GetComponent<CubeScriptTypeHere>();        
    var playerScript = collisionInfo.gameObject.GetComponent<PlayerScriptTypeHere>();

    if(cubeScript != null)
    {
        //This object hit a cube
        //Do something with cubeScript
    }
    if(playerScript != null)
    {
        //This object hit a player
       //Do something with playerScript
    }
}
Detect Collisions with Three Objects

Detect Collisions with Three Objects


By : krasnobaev
Date : March 29 2020, 07:55 AM
I think the issue was by ths following , A more simpler solution would be to use Physics.Raycast2D to check if theres any block in the way of your movement before moving it.
This is rough idea of the code:
code :
// Some code to get input and end up with a movement vector
...
movement = new Vector2(1, 0);

// Raycast in the direction of movement with a distance of 1.
RaycastHit2D hit = Physics2D.Raycast(transform.position, movement, 1);

// We hit something and its a barrier
if (hit.collider && hit.collider.gameobject.tag == "barrier")
{
    // Don't move, play sound that indicate you hit a barrier or some sort
}
else
{
    // Move to the new position
    transform.position += new Vector3(movement.x, movement.y, 0);
}
What is a good way to check for collisions between the objects in an array?

What is a good way to check for collisions between the objects in an array?


By : wes'sem
Date : March 29 2020, 07:55 AM
it should still fix some issue You've used the word collide in your question without telling us what you meant - that's why the other answers so far aren't helping :) They're talking about collide as in 'duplicate items in a dictionary/array' but you mean collide as in overlay on the screen.
This is possibly the worst way of doing this test - it will rapidly become far too slow when you get lots of images. I can't help but think that you're trying to solve a problem that's already been solved by people far smarter than either of us - what exactly are you trying to do - maybe a full physics engine might be a better way of achieving your end goal?
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