I am making a platformer, and I was wondering to make it possible to detect a collision only on one side of an object. You see, when I jump and I hit a platform on the side I can also “wall jump” and I don’t want that. Is there a(n easy) way to detect collision on one side? (Preferabely in C#)
This is my script:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class playerMovement : MonoBehaviour {
public Rigidbody rb;
public float Speed = 25f;
public float JumpForce = 50f;
private bool CanJump = false;
// Update is called once per frame
void FixedUpdate () {
if ( Input.GetKey("right") )
{
rb.AddForce(Speed, 0, 0);
}
if ( Input.GetKey("left") )
{
rb.AddForce(-Speed, 0, 0);
}
if ( Input.GetKey("space") )
{
Jump ();
}
}
void Jump(){
if (CanJump) {
CanJump = false;
rb.AddForce(0, JumpForce, 0);
}
}
void OnCollisionEnter (Collision collidingObject) {
if (collidingObject.gameObject.name == "Platform") {
CanJump = true;
}
}
}
It might be easier to just use a trigger collider to provide a jump, covering only that one side.
That said, you can get the collision points for any collision, so you can check the outward facing surface direction for each contact point. In the event you wanted to check that someone touched the “top” of your platform, you might try something like this:
private Vector3 validDirection = Vector3.up; // What you consider to be upwards
private float contactThreshold = 30; // Acceptable difference in degrees
void OnCollisionEnter (Collision col)
{
if (col.gameObject.name == "Platform")
{
for (int k=0; k < col.contacts.Length; k++)
{
if (Vector3.Angle(col.contacts[k].normal, validDirection) <= contactThreshold)
{
// Collided with a surface facing mostly upwards
CanJump = true;
break;
}
}
}
}