I am building a 3D maze that is moved by the player. I'm taking a "labyrinth" approach and having a small ball be maneuvered through the maze when the player moves the maze. The problem occurs when the player moves a wall that the ball is currently resting on in the direction of the ball. The ball passes through the wall and stops on the next available wall.
The maze uses a mesh collider and rigidbody and the ball is a sphere collider.
I have drastically increased the physics frame rate to no avail. Considering the complexity of the maze and the potentially large number of maze combinations I really don't want to attach simple colliders to every wall. Any tips, tricks, suggestions, comments, etc. would be appreciated.
Ball Script for continious rotation:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class ballGravity : MonoBehaviour {
public Rigidbody m_Rigidbody;
public Vector3 m_EulerAngleVelocity;
// Use this for initialization
void Start () {
m_EulerAngleVelocity = new Vector3 (0, 100, 0);
m_Rigidbody = GetComponent<Rigidbody>();
}
// Update is called once per frame
void FixedUpdate () {
Quaternion deltaRotation = Quaternion.Euler (m_EulerAngleVelocity * Time.deltaTime);
m_Rigidbody.MoveRotation (m_Rigidbody.rotation * deltaRotation);
}
}
Maze Rotation Script:
using UnityEngine;
using System.Collections;
public class rotObj : MonoBehaviour
{
private float baseAngle = 0.0f;
float rotSpeed = 10;
void OnMouseDown(){
Vector3 pos = Camera.main.WorldToScreenPoint(transform.position);
pos = Input.mousePosition - pos;
baseAngle = Mathf.Atan2(pos.y, pos.x) * Mathf.Rad2Deg;
baseAngle -= Mathf.Atan2(transform.right.y, transform.right.x) *Mathf.Rad2Deg;
}
void OnMouseDrag(){
//float rotY = Input.GetAxis("Vertical")*rotSpeed*Mathf.Deg2Rad;
//gm.transform.Rotate(Vector3.right, rotY);
Vector3 pos = Camera.main.WorldToScreenPoint(transform.position);
pos = Input.mousePosition - pos;
float ang = Mathf.Atan2(pos.y, pos.x) *Mathf.Rad2Deg - baseAngle;
transform.rotation = Quaternion.AngleAxis(ang, Vector3.forward);
}
}
MovePositionmethod? You should show some code. - Draco18s no longer trusts SE