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Questions tagged [collider]

Colliders are geometric proxies used in collision detection. Colliders are usually simple shapes (e.g. spheres, boxes, capsules, and their 2D counterparts) that work best with collision detection algorithms compared to the high-poly 3D meshes they approximate alone or combined.

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I had some questions about Physics / Rigidbody in Unity. I have a 2D sprite with a collider. The 2D sprite is simply a card that I place on a table with the mouse. I use the collider for raycasting (...
Curio's user avatar
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I use Unity and the player controller in the game is acting strangely. It has a Character Controller but no Rigidbody. I use CharacterController.Move to make him ...
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I’m making a racing game in Unity and every time the car touches the ground, it just jumps. I’ve seen people complaining about it multiple times, but usually adding mass of about 2000 to the car or ...
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I have a player character with a knockback ability which has a certain number of charges. When the charges are depleted, the player must pass through an Area3D to ...
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I can't figure this out. My obstacles have a basic box collider on them and my player has a rigidbody based controller and collsion detection is set to Continous and when obstacle hits him it just ...
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I have a grid of Area3D objects, and when nothing is around them, they handle the mouse_entered signal exactly as I would expect. The only issue is that I also use Area3D's on other game objects, like ...
Fred Etingen's user avatar
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I'm trying to detext when player goes inside and exit this house. As the picture shows I need two colliders because the house is not an exact rectangle. So I added two box colliders to an empty ...
anderlaini's user avatar
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I'm making a top-down, 2D wargame that simulates large numbers of troops fighting. Instead of taking the Total war approach and modelling each soldier individually, I represent them as 1000-man ...
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I'm trying to make a simple platformer game, which has code to move the camera towards a player as they jump around. Now I have two classes: one for the player, and one for the platform. In the ...
Divyansh undley's user avatar
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Experimenting with my 1st Unity project. It's about a top down swimmer. By toggling the swimmer's collider, he can swim under boats: ...
Tomo's user avatar
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The bottom part of the player capsule collider is going inside the ground collider. I am using a raycast for detecting whether the plauer is grounded; an object (sphere) that is present on the bottom ...
Sami Rehman's user avatar
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I have read through hours of forums and tried everything, But this issue still persists. I have attached a video showing the issue as well as all of my collider settings. Any help would be appreciated....
son goku's user avatar
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I'm relatively new to Godot 4.0.3. I have two problems which seem to depend on each other so I put both of them into one single question. I know, these issues have been reported multiple times on ...
EarthAndMoon's user avatar
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I'm trying to figure out why my polygon colliders default to pentagon shapes when I build my app and test it on a device. I have a scene with some blocks you can drag around where the colliders work ...
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I have a tetris-like 2D game with tiles, each made up of a sprite, a Rigidbody2D and a BoxCollider2D. The tiles fall from the ...
ChrisC's user avatar
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I want to avoid using OnTriggerEnter2D because I want to use it in a function like this: ...
Aydiniyom's user avatar
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My current project is a turn-based board game in Unity. Here is what I am trying to accomplish and the issue I am having: In Start, I generate the board, then populate the surrounding area with ...
Meuktwo's user avatar
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I'm fairly new to Unity and game development in general, I'm trying to build a basic car and give visual movement to the wheels. The car controls are pretty basic: accelerate "w" key, turn ...
Daniel's user avatar
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The trees are prefabs but are placed as terrain trees. There is a space ship that explodes when hits the tree. The moment I got the screenshot is the moment that the ship collides with terrain (the ...
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My Player just goes through stuff he actually shouldnt be able to go trough like enemies or map borders, which all have collider components attached to them. It's really annoying because I haven't ...
Hammynator's user avatar
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I have made an up and down movement RPG prototype and I wanted to have a fighting system. I made it so that the enemy follows the player and that I get damage every time he collides with me. The ...
Hammynator's user avatar
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Should the sword be part of the player sprite and therefore share the same hitbox that is widened when attacking? or Should the attack animation be separate from the player sprite therefore having its ...
WindBreeze's user avatar
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I'm having some trouble solving collisions in obtuse interior corners. In the above image, the black circle is the initial position, the red is the projected movement (straight into the corner), the ...
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I am working on my first Tower Defense game and I have a problem where multiple enemies get hit by a projectile instead of one. Enemy with its collider: The problem is that when the enemies get close ...
Taras Fityo's user avatar
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I am writing some logic to handle spawning objects into a game scene at a randomly generated location based on the size of a collider's bounds. The logic for getting the coordinates and instantiating ...
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I am really enjoying the use of charactercontroller, but it being limited by a y-axis aligned collider is a real annoying limitation when I am using a 'character' with a very different shape (like a ...
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In my Unity game, I have two GameObjects with the tag "Animal": Snake and Tiger, nested like so:. Snake Tiger I have a Composite Collider 2D/RigidBody 2D on both the parent GameObject (...
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I'm creating a 2D multiplayer game in javascript, but I'm actually struggling with a problem (not really a problem, but I don't know how to do). I'm actually trying to make my player (circle hitbox) ...
DarePhoenix's user avatar
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I have MeshColliders in my scene that are shaped like an hourglass and it works perfectly fine in the editor. However, once I build on XCode and test on my iPhone, ...
fat uality's user avatar
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Some of my GameObjects have 2 Sprites nested under them, like how Cat and Snake are nested under Sprites: The "Cat + Snake" parent GameObject has a Composite Collider 2D and a RigidBody 2D ...
kanamekun's user avatar
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I have a GameObject with a Composite Collider on it. There are 2 nested GameObjects under it, each with a Sprite: I am making an educational game, and for pedagogical reasons I'd like to display the ...
kanamekun's user avatar
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I have a number of GameObjects with 2 child GameObjects: Sprite Words There is a a BoxCollider2D on both the Sprite child and the Words child. The parent has a Composite Collider 2D on it, which ...
kanamekun's user avatar
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I have a "Floating Capsule Collider" setup, but it has an issue when the Collider stands on the very edge of a platform-- the player Mesh ends up looking 'stuck' inside of the platform. How ...
yunum's user avatar
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Creating a game for a computer science class - basically I have a player (cop) who will collide with donuts. When the player collides with a Donut, I want the speed to increase by 0.5 each time. Here ...
KillerRobot.blend's user avatar
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The reason I address this question is because of the limited documentation and support for starting devs on Godot. I do not know what is wrong with this one if statement, but after I added it, my ...
Athsmooth's user avatar
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I am trying to create a basic collider for a rigidbody player in Unity 3D. I have been experimenting with numerous shapes but found it hard to get what I want. The primary issue seems to be if the ...
mike's user avatar
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I have a simple object with a Rigidbody 2D and a Box Collider 2d, that's supposed to fall and land on a tilemap with a static <...
Max Bailey's user avatar
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I am developing a game with a club, and yesterday I requested a floor with a hole and the people from the art team made one for me and gave it to me in a .fbx ...
Susie Xue's user avatar
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0 answers
1k views

I'm working on a 3D game, and having issues with the colliders. My Cube Controller has movement input by keyboard, with collider and rigidbody components. Cylinder objects have basic colliders and ...
Sheath9's user avatar
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I'm working on a scene with thousands of object wich have all a collider associated. I'm just testing if my mouse is on top of any collider in a 2D space. The raycasting operation is taking a lot of ...
Barbapapoy's user avatar
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Here is the problem. This is the exterior of the hallway in which my player capsule is standing. Notice the bottom of the capsule poking through the floor. This is the interior of the hallway, notice ...
ChristianOConnor's user avatar
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327 views

I want my character to change the movement mode to swimming whenever he enters Water. So I used the OnTriggerEnter to check if the other collider is my water volume, and if so, change movement mode to ...
Alexandre's user avatar
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I'm a beginner in Unity and pretty much copy and pasted the code but I can't figure out why the game is using the size of the sprite and not my BoxCollider2D as a ...
IRannoxI's user avatar
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I assigned two colliders to one GameObject. Both are different sizes. I am doing operations with Trigger messages. I want this Trigger function to work for only colliders 1 and 3, but not collider 2.
gunza's user avatar
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3 answers
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Hi I am just trying to convert a simple flappy bird game into multiplayer game. So In the multiplayer game using Photon , I want the bird to collide with the ground or pipe but not with the enemy bird ...
Chethan Venkataramaiah's user avatar
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I want my gameobjects to fall faster by time as the player collides with them. What I mean is, when the game starts, the gameobjects fall off after 1 second the player collided with them, but after 60 ...
imbruceter's user avatar
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The obvious ways are to either: OnTriggerExit for a box collider which wraps the stage bounds OnTriggerEnter for 6 flat box colliders surrounding the stage I suppose, to start, 6 flat boundaries ...
pixelpax's user avatar
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1 answer
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I am trying to get my enemy to take damage, however it is not working. I know the reason: the box colliders on not triggering the OnTriggerEnter message. I do not ...
Arya Akhavein's user avatar
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my bullet: There is a Box collider (checked "is Trigger") It has Rigidbody2D (Gravity = 0, freeze rotation Z) https://i.sstatic.net/ik1IY.jpg I added the "OnTriggerEnter2D" ...
gunza's user avatar
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2 votes
1 answer
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This is a super basic question, but I have absolutelly no clue why there is no collision and the player continues to fall. Im following FreeCodeCamp(minute 37:20). This is what I have: What is ...
Roman's user avatar
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