Coyote

France

Software Engineer, with a degree in Distributed Systems.

I went through Networking (protocols design, TCP/IP etc...), dev (ASM, C, C++), sys admin and maintenance (Solaris, Linux, Windows), web dev (PHP, JS, Macromedia stuff, AJAX), reconverted to video games dev (handheld devices) fo a AAA games company.

Now I am an independent iPhone/mobile/web dev.

2d
awarded Notable Question
Aug
7
comment Unity: Ignoring 2D collisions based on contexts like trajectory or speed
This will not work either. When objects collide putting the velocity back after the collision will also cancel the changes in velocity which happened with other objects, and the positions are also wrong.
Aug
5
awarded Notable Question
Aug
4
awarded Yearling
Aug
4
awarded Supporter
Aug
4
awarded Teacher
Jul
25
comment Unity: Ignoring 2D collisions based on contexts like trajectory or speed
So far I use Physics2D.IgnoreCollision(). But some objects have multiple colliders and the process even if automated is not very interesting as then I have to add special triggers to check if the objects are currently ignoring each other if yes remove them once they crossed... and then... How do you un-ignore collisions?
Jul
24
asked Solve collisions outside of the normal physics cycle
Jul
24
comment Unity: Ignoring 2D collisions based on contexts like trajectory or speed
@AldourCheng Do you think this will not interfere with other collisions which might happen in the same cycle? like collisions with walls and other objects?
Jul
24
comment Unity: Ignoring 2D collisions based on contexts like trajectory or speed
@AldourCheng No I mean I want an object to temporarily not collide with other objects going in a very similar direction at similar speed. I want to give the opportunity to some types of objects which normally collide to not collide if the distance of the relativeVelocity (coll.relativeVelocity.magnitude) is small enough. This is a very simple thing to do with any physics engine since the 90's. And I struggle to get this done with Unity.
Jul
24
revised Unity: Ignoring 2D collisions based on contexts like trajectory or speed
deleted 2 characters in body
Jul
24
comment Unity: Ignoring 2D collisions based on contexts like trajectory or speed
@AldourCheng rigidbody2D.active = false makes objects simply inactive. coll.rigidbody.collisionDetectionMode = CollisionDetectionMode2D.None produces no visible effect. If you meant deactivating the colliders then no. Because then the objects with disabled colliders will not collide with other mutually excluded objects moving the other way, or walls, or other objects they should hit. Is there a way to cancel a collision in OnCollisionEnter2D?
Jul
24
comment Retrieving a document containing a subset of documents matching a query and the total number of matches
Nope just that I got over my head in other projects before implementing and testing the generic solution based on your answer. High five!
Jul
24
accepted Retrieving a document containing a subset of documents matching a query and the total number of matches
Jul
24
revised Unity: Ignoring 2D collisions based on contexts like trajectory or speed
added 244 characters in body
Jul
24
answered Unity 2d Platformer Controller support
Jul
24
comment Unity: Ignoring 2D collisions based on contexts like trajectory or speed
@Savlon : To my understanding OnCollision2D is triggered after collision resolution... Am I wrong? If not, is there a way to cancel the result when it is triggered? I already use layers for 4 different types of objects and 4 different players. I have an arbitrary number of objects and unless My understanding of layers is wrong I can't see how what you suggest could be achieved with layers.
Jul
24
asked Unity: Ignoring 2D collisions based on contexts like trajectory or speed
Jul
23
comment Should I upgrade an old MacBook (2,1) to Mavericks?
It is posible. It requires some work and getting the GMA drivers to work with Mavericks, but it has been done for Mountain Lion.
Jul
23
revised HDPI version of Stack Exchange
added 82 characters in body
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