![]() My problem became a different problem now, so I'll close off this thread, and open a new one. played, collided) set to false at start, if collision with Edge Collider is detected and played is false, set the collided boolean to true. It seems that raycasting would be the solution to the problem, as Leoverload proposed. Add a tag to the Edge Collider game object, write a script to detect collision and check for this tag, then have 2 Boolean variables (e.g. I suspect the problem may have something to do with the Physics Collision Matrix. There's no code errors, but I think the code hasn't got anything to do with the problem. When the bullet's collider is a trigger collider, I seemingly don't have a way to implement the bouncing.īut when the collider's not a trigger collider, it pushes the enemy object.
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