You know, I didn’t want to make this topic. I went into this expecting you (not you specifically, but the kind of person you are saying the kind of stuff you say). But I made the topic anyway, because I had the smallest glimmer of hope that someone far more experienced with Unity than I would have at some point wanted the effects I asked for and maybe already walked that path to have come to an empirical conclusive technique, or at least some useful advice on ways that I might be thinking about getting the effect that turned out to be dead-ends, or otherwise a really bad idea because of how much strain they can put on processing power.
I don’t really see why you keep trying to ham me up, that’s kinda weird. I don’t claim to be to make bad ass games, those games from highschool mostly operate on rudimentary high school trig. I happen to have zero academic programing experience in game design, I am an artist who happens to have an interest in programming. Everything I’ve accomplished is the result of self teaching. All that means is that I’ve picked up a lot of habits when programming which I’ve noticed lack a lot of efficiency. And people who’ve seen my code tend to bring that up to me. I’ve been a throw a bunch of stuff at the wall until something stays on the wall kind of learner my entire life. That comes with the distinct disadvantage of sticking with whatever the first systems I create that happen to get the job done, no matter how inefficiently they execute it.
This is the reason why I don’t believe it’s particularly smart to just latch onto the first things that show up on google search when trying to create an optimal system for the code to get the desired effect.
@ refusal to believe, I call shifting the goal post you’ve decide nothing will convince you on that, no point in going further with that.
@ your point “still standing” No, because you want that to be what the question is about. It’s not. I’ve done a few line-segment with width collision systems in unity in the past to. But I do not trust that the systems I was operating them with are efficient. The last time I tried it, for example, used a transform to represent point A, and giving it a length and radius value. It checked 2 sphere collisions each at the end, and used transform.inversetransformpoint() to check if the other hitbox was within the cylinder between the two spheres. The fact that I’ve made systems that accomplish the effect means that I technically don’t even need anyone’s answer for my current project to work. But I’m here asking about it because I’m sure that a better programmer who’s been using unity for more than the year and a half I have been using it, would be more familiar and thus know of a wiser, better, and more efficient way to get the effect done less expensively processing power wise.
The reason I didn’t just ask for a line-segment to line-segment formula, is because, while I’m aware that that’s one way, I’m open to ideas that hypothetically might be better. What I “need to learn” isn’t the formula for it, what I want to know is ways to get the effect of capsule to capsule (non-collider) collision that are efficient (which is exactly what the OP said).
@ , I’ve been aware of that since your first post, you made it really clear. But it’s a philosophy of teaching I don’t agree with. I’m not a good programmer, but I’ve become a proficient 3D modeler and animator.
I’ve developed techniques in my craft to optimize those processes. So anytime anyone in the past ever asked me about things that they feel they are not adequate at understanding, like how to 3D model cartoon/anime eyes or hair, or good topology for the part of the body where the thigh connects to the hip, clothing folds, how to set up IK handles, optimal ways to create a bone skeleton to attach the model as a skin. I explain to them exactly how to get the effect. Because the fact is that it’s a journey I already walked, and at the moment when someone asks me how they can do it to, I have the power of saving them from spending weeks, months, or years walking through the same path I did to get the effect by just letting them stand on my shoulders to get to the end of the rainbow. And knowing that they now have the control to use a technique I use because I like it, feels good, because they don’t have to screw around trial-and-erroring through frankensteins and just get to having fun being using that new skill to be creative. The fact is that I’ve seen many cases where the more frankenstiens that an artist created without fully realizing the vision they hoped for, the more chances they have to just give-up in frustration.
I remember as a middle school girl just getting into the magic of game design with Game Maker, that the Game Maker Community seemed to operate in that way too, under the logic that the senior programmers have the power to help lift of the noobs using their vast wisdom and knowledge of GML. But I couldn’t sprite, I made 3D stuff, GM is not good at 3D, so I made the move to Unity.