![]() On the other hand, if I make the body dynamic I should handle all the collisions in a way such that the player is not moved by other elements in the scene. ![]() Using kinematica, you can animate without using animator controller. Since the character should not be moved by other bodies (projectiles, monsters, etc.) I decided to make it kinematic, but the problem is that the collisions with obstacles don't stop the player. (Id love to see a version of Kitematic extended not only to support docker. Unity kinematica is a new feature in unity and it is still in preview package. I am struggling with the type of the rigidbody that the character should have: kinematic or dynamic. ![]() There are also more examples of kinematic rigidbodies in the article. To debug, I am drawing a ray from the center to the cube (default Unity cube). A kinematic Rigidbody2D will only collide with a dynamic Rigidbody2D body type. Here is an article explaining things in more detail. More info See in Glossary. ![]() A GameObject’s functionality is defined by the Components attached to it. I started studying Unity a few weeks ago and, to make myself more familiar with the editor, I'm trying to reproduce the first level of Super Mario Bros.Ĭurrently, I'm dealing with the character movement component and I decided to implement all the horizontal and vertical movements myself using standard physics formulas (uniformly accelerated motion, etc.). Adding a Rigidbody will cause the object to exhibit physics behaviours, but if you make it a kinematic, that will remove the physics behaviour and leave only the ability to detect collisions. Use the Rigidbody component to apply a Rigidbody to your GameObject The fundamental object in Unity scenes, which can represent characters, props, scenery, cameras, waypoints, and more. ![]()
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