Timeline for How can I convert Physics2D.Raycast to Physics2D.BoxCast to yield the same results?
Current License: CC BY-SA 4.0
7 events
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| Jun 16, 2020 at 10:15 | history | edited | CommunityBot | Commonmark migration | |
| Dec 16, 2018 at 13:59 | comment | added | Karl Ramstedt | @GingerandLavender as for the reading material, I learned that from lectures in a physics course at my university. It's probably in a bunch of books and other sources on the topic, but sadly I can't point you to one I know contains it. We did have a course-book called Game Physics Engine Development by Ian Millington which seemed solid from the parts I read. Might be worth giving a look. | |
| Dec 16, 2018 at 13:50 | history | edited | Karl Ramstedt | CC BY-SA 4.0 | Forgot to divide boxCollider.size.y by 2 in overlap. Tested to make sure it works. |
| Dec 16, 2018 at 13:44 | history | edited | Karl Ramstedt | CC BY-SA 4.0 | added 87 characters in body |
| Dec 16, 2018 at 13:41 | comment | added | Karl Ramstedt | Oh, ops. Forgot to divide the boxCollider.size.y by 2 in the overlap. I've updated the answer and tested the code to make sure it works (also fixed the minor syntax errors along the way :D). | |
| Dec 16, 2018 at 2:30 | comment | added | Ginger and Lavender | I appreciate your reply. Your code still seems to produce the bouncing/teleporting I have been seeing, though the actual collision based on the box size and rayLength appears more accurate. I never really considered doing collision detection the way you presented (move first, then resolve); do you know where I might be able to read up on this approach? | |
| Dec 16, 2018 at 0:02 | history | answered | Karl Ramstedt | CC BY-SA 4.0 |