Answer by Graham Dunnett
Perform a ray cast from the position the projectile is now, to where it'll be in the next frame. If the ray hits anything, then so will the projectile. You can use the distance along this ray where the...
View ArticleAnswer by Owen Reynolds
Can look at / read the CollisionDetection options in the rigidbody, to force it to check "in between" frames. But, if it's going that fast, it may not look good anyway, and the raycast method may be...
View ArticleAnswer by Dede24
I found a more simple approach, which seems to get the job done. I basically just made the OnTriggerEnter event a coroutine, which works with Fixed Update: IEnumerator OnTriggerEnter(Collider other) {...
View ArticleAnswer by Graham-Dunnett
Perform a ray cast from the position the projectile is now, to where it'll be in the next frame. If the ray hits anything, then so will the projectile. You can use the distance along this ray where the...
View ArticleAnswer by Owen-Reynolds
Can look at / read the CollisionDetection options in the rigidbody, to force it to check "in between" frames. But, if it's going that fast, it may not look good anyway, and the raycast method may be...
View ArticleAnswer by Dede24
I found a more simple approach, which seems to get the job done. I basically just made the OnTriggerEnter event a coroutine, which works with Fixed Update: IEnumerator OnTriggerEnter(Collider other) {...
View Article
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