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Author Topic: Circle Colliders  (Read 5587 times)

JBabz

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Circle Colliders
« on: July 18, 2013, 04:47:01 am »
Obviously, I'm a noob, so I just kind of want to get past that, forgive my ignorance.

So, this is my situation:
I've got this nice little circle collider around my top-down character, and all that I want it to do is have him collide into walls.
So, I'm using the Unity Sphere Collider, and it automatically is making this dude spin like a bowling ball whenever he slides against walls (along with some other physics-related unintended side effects).

Anybody know a decent alternative solution or fix?

-your dearest friend,

joe.

unikronsoftware

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Re: Circle Colliders
« Reply #1 on: July 18, 2013, 10:08:07 am »
Have you constrained position and rotation?
http://docs.unity3d.com/Documentation/Components/class-Rigidbody.html

You should disable position & rotation on the axes you don't need.

JBabz

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Re: Circle Colliders
« Reply #2 on: July 18, 2013, 03:48:21 pm »
Yes, actually. However, when I move my character into a mesh collider for long enough, he "breaks" and starts spinning extremely rapidly. It's wierd. :P

fsadeq

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Re: Circle Colliders
« Reply #3 on: July 18, 2013, 03:58:35 pm »
Try using a CharacterController instead. That will work just fine for a top-down.

JBabz

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Re: Circle Colliders
« Reply #4 on: July 18, 2013, 04:41:41 pm »
I'll try that tonight. Thanks a ton for all the help.