|
Post by christougher on Sept 3, 2017 6:33:41 GMT
Hi, I recently just updated my to Unity 2017.1 and the latest CoreGameKit package on the asset store. I'm having issues with collisions with killables and knockbacks. Sometimes Enemy gameobjects will pass right through the player weapon killables or even sit right on top of the player gameobject before finally registering a trigger and subsequent knockback. I have both colliders set as triggers, but I've played with all the rigidbody and collider settings and cant figure out any explanation. This never happened prior to updating... and I can't seem to figure out any setting change that will fix it. It's sporadic and its as if there is no detection for collisions or trigger events for several frames before finally something happens... Any other reports of Unity 2017 or the latest CGK having issues with killable collisions and/or sending knockback?
Thx Chris
|
|
|
Post by DarkTonic Dev on Sept 3, 2017 18:21:45 GMT
Did you update both to Unity 2017 and newest CGK at the same time? I would ask that you use the old version with Unity 2017 and see if that works.
Then upgrade the CGK version and see if that works.
Also, do the example scenes work properly with their collisions and triggers? If not, create a brand new empty project in 2017, import CGK and see if the example scenes work there.
Also, you should check the Physics / Physics 2D Settings page in Unity and enable all layer to layer collisions temporarily. See if that fixes it.
Let me know what you find out!
|
|
|
Post by christougher on Sept 5, 2017 17:39:21 GMT
*loudest most painful facepalm ever* Was never anything related to CGK. My problem is that my weapons had a navmeshObstacle on them (to try and get enemies to navigate around, which worked decent for my setup) and it jacked up collisions (and thus knockbacks). The enemies found themselves temporarily off the navmesh causing all sorts of weird behavior. There goes like a week of my life. My computer will need therapy from all the verbal abuse.
|
|
|
Post by DarkTonic Dev on Sept 5, 2017 17:41:42 GMT
Haha, ok well I'm glad it's sorted.
|
|