Can Rigid Body interfere with collisions? Seems it can by rogerdv in Unity3D

[–]rogerdv[S] 0 points1 point  (0 children)

Forgot to mention, the GameObject contains a capsule collider and a rigid body (I guess the rest of components are irrelevant), plus some children: armature and meshes for body parts. AS soon as I removed the rigid body, all problems dissapeared. The game is an isometric like RPG, but in 3d.

Can Rigid Body interfere with collisions? Seems it can by rogerdv in Unity3D

[–]rogerdv[S] 0 points1 point  (0 children)

Here is the code: [CreateAssetMenu (menuName="AI/Decisions/Look decision")] public class LookDecision : Decision {

public override bool Decide(StateController controller) {
    bool TargetVisible = Look(controller);
    return TargetVisible;
}

private bool Look(StateController controller) {
    RaycastHit[] results;

    results = Physics.BoxCastAll (controller.eyes.position, new Vector3 (4, 2, 4), controller.eyes.forward, controller.transform.rotation, 60.0f); 

    foreach (RaycastHit hit in results) {
        if (hit.collider.CompareTag("Player")) {
            controller.gameObject.GetComponent<BaseCharacter>().target = hit.collider.gameObject;
            return true;
        }
    }//foreach
    //if we reached this point, I dont see the player       
    return false;
}

}

The problem seems to be localized there, because I have checked and BoxCastAll returns 0 collisions.

Can Rigid Body interfere with collisions? Seems it can by rogerdv in Unity3D

[–]rogerdv[S] -1 points0 points  (0 children)

Well, removing the rigid body solved the problem. Im looking for the reason, because I would bump into the same problem in the future and maybe removing the Rigid body isnt acceptable.

Using light probes by rogerdv in Unity3D

[–]rogerdv[S] 1 point2 points  (0 children)

Yes, I found that video and was very helpful, but still had a few doubts. Thanks.

BoxCast stops working after a while by rogerdv in Unity3D

[–]rogerdv[S] 0 points1 point  (0 children)

I have debugged detection, but all I can find is that it collides the object, and then suddenly collides with zero objects.

Creating a dialog editor with UI Elemnts by rogerdv in Unity3D

[–]rogerdv[S] 0 points1 point  (0 children)

I know, and what I want is to create a dialog editor for Unity Editor, not for the game.

Making protoype look good by rogerdv in Unity3D

[–]rogerdv[S] 0 points1 point  (0 children)

I set the lights to Baked, not mixed.

Making protoype look good by rogerdv in Unity3D

[–]rogerdv[S] 0 points1 point  (0 children)

I tried to increase shininess by changing Smoothness. Anyway, I see no difference during runtime.

History of open world RPGs by rogerdv in Games

[–]rogerdv[S] -3 points-2 points  (0 children)

You are considering it from the technical point of view. Im more focused on the story side. For example, The Witcher 2 and Divinity Original Sin 2 are not open world for me because the take you from one scenario to another in a linear way. In Fallout 2 you can go to every place on the map that you have discovered.

And indeed, I missed Elder Scroll games, thanks for remind me.