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How do I go about creating a One-Way-Platform when using Raycasts for collusion detection?

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Making a 2D platformer and having trouble figuring out how to solve/create a One-Way-Platform when I am using raycasts for collusion detection. As for what a One-Way-Platform is: a platform a player can jump on top of from underneath and stand/run on. And the player does not collide with the platform from the sides. Here's a small sample of the raycast code I use to detection the collusion with a ceiling, wall, or floor in C Sharp: Vector3 pos; void Update () { ceilHeight = Mathf.Min(Raycast(Vector2.up, pos).y, Raycast(Vector2.up, pos).y); floorHeight = Mathf.Max(Raycast(-Vector2.up, pos).y, Raycast(-Vector2.up, pos).y); rightConstraint = Mathf.Min(Raycast(Vector2.right, pos).x, Raycast(Vector2.right, pos).x); leftConstraint = Mathf.Max(Raycast(-Vector2.right, pos).x, Raycast(-Vector2.right, pos).x); } And here's the same code written in Javascript/Unityscript: var pos : Vector3; function Update() { ceilHeight = Mathf.Min(Raycast(Vector2.up, pos).y, Raycast(Vector2.up, pos).y); floorHeight = Mathf.Max(Raycast(-Vector2.up, pos).y, Raycast(-Vector2.up, pos).y); rightConstraint = Mathf.Min(Raycast(Vector2.right, pos).x, Raycast(Vector2.right, pos).x); leftConstraint = Mathf.Max(Raycast(-Vector2.right, pos).x, Raycast(-Vector2.right, pos).x); } There is more to the code to make total sense, but I'm sure this is all that is needed to understand how the Raycasts are being used. If I could find a way to have Raycasts make exclusions to One-Way-Platform GameObjects, by seeing what they are hitting, this could be useful for when I code moving platforms the player is standing on as well. I'm not sure how to do this yet since I have never created this. Any suggestions?

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