Here’s one about ignoring physics…I’m creating a projectile. It is ignoring the root object (had it working perfectly). However, I added a collider to my “prop” bone which is called Bip 01 Prop1 (the default name given in 3dsmax).
I tried creating a variable:
myPropBone : Transform;
…and then dragging the prop bone into that spot, and the ignoring the physics of prop bone. However, it continued to tell me it didn’t understand prop bone.
I thought maybe i could set it up to ignore everything whose root has the tag player??? Or maybe there is a simpler way to make it ignore the prop bone and I just was scripting it wrong?
Any thoughts as to how to make this happen?
Thanks so much!
Are you using Physics.IgnoreCollision, or some other method?
Yes, I’m using Physics.IgnoreCollision. I have used it to ignore the collider as well as the root’s collider. Originally, this projectile was being created by the root object, and I was only ignoring the root object (in a former iteration, I hadn’t yet added the prop to my biped structure). That was working fine. Now it projectile is being instantiated by the root still, and I still have the collision ignoring the root, however i’m trying to also have it ignore all the children (I thought that this would be a given since the prop IS a child of the root???). However, as soon as the projectile is created it is detecting a collision, and the only thing that has changed is that I’ve added a collider to the prop.
Sooooooo…this script is being called in the player object at the top of the object’s hierarchy. How to I tell it to ignore the collider attached to Bip 01 Prop1 as well as the root object?
Thanks!