Test collision AROUND collider

So I’m making a ring toss game and need to be able to test whether the ring is successfully sitting around the cyclinder collider of the bottle. (there are two colliders, one for the narrow top of the bottle and one wider for the bottom and it seems to work well)

Basically I don’t know where to start with this… any help would be appreciated.

Skype: kevin.williams901

Thanks :slight_smile:

maybe you could make a trigger that is a capsule and make it larger than the bottle, and then attach a script to it that uses OnTriggerEnter

Interesting but what if the ring enters the trigger by hitting the side of the bottle and bounces out?

Should I start a timer to make sure it stays in that range or something?

yeah, or you could make it a little shorter than the bottle and do that

I think the timer would work better… anyway I’m not sure why I didn’t even think of a trigger collider… sad really. Thanks though - hopefully it works well.

ok, your welcome. I’m sure it would work fine.

Didn’t want to start a new thread so:

When my mesh collider (for the ring) collides with the cyllinder collider, the game slows down - a lot, like to 0.5fps.

Anyone know why or how to get around it?

what does the ring have on it? and what does the cylinder collider have connected to it?

cyllinder collider is attached to a couple poly bottle. ring has script for throwing and the model

(on mobile)

on mobile? I dont know why it does that. what mobile device is this?

Android, on a Droid

that really makes no sense why it does that. what else is attached to the two objects?

A rigidbody on the ring… that’s pretty much it though…

what are the properties of the rigidbody?

2 mass, rest default

well, I really cant explain why it is doing that, it makes no sense, at all. it shouldn’t do that.

Just noticed this, related?

yeah, probably. I think what it is saying is that there are too many triangles in it

i tried using an even lower poly ring… but its still extremely choppy as soon as it hits the bottle collider

try just a sphere made in unity, a partially flat one.