A fun trick I like to use in some instances is stretch the projectile's collider according to its velocity. This way it still detects collisions at high speeds on discrete mode! :)
Nice! I have wondered about this for a while. There are so many Unity options that have no explanation tips, you could make a dozen videos like this easily, and I'd watch every one of them. By the way, you are mentioned in the Credits section of the game I am making, for all your great tutorials. Thanks!
This... I have wall boundaries in my project, it's rare but sometimes when something moves too quickly they go through the wall. YT recommending this was so timely.
One of the best breakdowns of the collision types I've ever seen. Fantastic work as usual (and another great reminder why I've stayed subscribed to this gem of a channel)!
Just brilliant, and so helpful. I would recommend these anyday to my junior devs who can learn from you just like once I did, and I keep learning from you everyday since
It is very well explained. Very useful cheat sheet, thanks. (The video support helps me understand better than just pictures and text.) Otherwise, I wonder, for the thumbnail image of this video, what type of font you are currently using? I love this typography.
For the problem of ghost collisions with rotaion in speculative mode one solution that I can think of is to lag the collider of the rotating object based on its speed, so that when it ghost collides the actual mesh would be leading the collider.
I use Physics.OverlapBox as the collider. This never misses (at least until now). I don't know about its performance, but I only make mobile games and never had an issue
Great video! The tradeoffs with traditional Rigidbody collisions are why I almost always opt to write my own collision detection and resolution using a Kinematic Ridigbody.
I don't know what I'm doing wrong, but no matter which option I choose and no matter how slow or fast the two objects are that have a rigidbody, they go right through each other if I add a script to them. Doesn't matter if I move the objects with transform or by the rigidbody. The only time they don't pass right through each other is to not add scripts to them, which is pointless when making platforming traps. I didn't have this problem until I switched to the newest version on Unity.
@@Tarodev Any script, even scripts I've used in older builds of Unity with no issue. I bought a controller, but I didn't like it, removed it. I don't know if that changed some setting I've never used or seen before. That's why I rarely use Unity assets. The only time I've haven't had issues on a project, are ones without Unity assets.
What is the best option to use in the case of a bullet-hell game or a game where a player may mod their weapons to fire 10s of projectiles per second, with 100s on screen? Ray Cast per projectile? Or the built in collider solution? I've attempted the raycast option before, but always had tunneling as well (as if the projectile just never "hit"), but with much better performance than rigidbody/colliders. I raycasted from the projectile, forward by units equal to the "travel speed" of the projectile, and even slow projectiles would occasionally just act like the ray cast missed
Could you do a video on unitys built in coding mechanics, such as Time.deltaTime or GetAxis, and list the 10-20 most important of them and explain how to use them? I watched a 4 hour video and learned the basics of coding but now when I go into Unity I can't figure out what to do because I don't know what the unity coding mechanics are and so I cant effect the unity editor
@@Tarodev so sweet... 🤣 Anyway, UI Toolkit will become popular soon. Please try make a video about UI Toolkit. It's most easier than Quaternion I believe.
A fun trick I like to use in some instances is stretch the projectile's collider according to its velocity. This way it still detects collisions at high speeds on discrete mode! :)
Oh wow, that's an awesome little trick!
sick
I know a thing or two about stretchy projectiles
@@joscpe Is this a dick joke?
Scale a collider is costly iirc. Maybe the cost is higher than the benefit.
Never pressed a notification so fast! Welcome back, Taro!!
Never pressed the like Button on a coment so fast ! Xd Hi IHGD
Awww, thanks Nicky
Nice! I have wondered about this for a while. There are so many Unity options that have no explanation tips, you could make a dozen videos like this easily, and I'd watch every one of them. By the way, you are mentioned in the Credits section of the game I am making, for all your great tutorials. Thanks!
I'd love to play it when you're done. Come to discord and drop it in when you're ready :)
Straight to the point, impressive and easy-to-understand visuals, concise - overall a brilliant video! This deserves to be shared EVERYWHERE.
This is awesome! Daniel Irving had a good idea; putting you in the credits section of my upcoming game. Thanks a ton for what you do!
I would be honoured to be in there ❤️ as I said to him, be sure to drop your game in discord so I can check it out.
The quest for quaternions has envelopes tarodev so utterly completely, he may never be the same again.
Very VERY soon my friend
Here! That's some high quality content in here! Was missing you, good job!
Thanks for waiting 🙏
This... I have wall boundaries in my project, it's rare but sometimes when something moves too quickly they go through the wall. YT recommending this was so timely.
This is great, I'd love to see more dives into what the settings of components actually do
Concept explanation and video quality 13/10! Would watch again!
That's a high rating my man
Thanks. I never took the time to ask myself what different modes did. super helpful and straight to the point :)
Awesome! We're still waiting for quaternions though, please don't leave us hanging 🙏
Further to another comment - this video gives clarity, with clear, easy to understand visuals and example use cases and concise. Great.
One of the best breakdowns of the collision types I've ever seen. Fantastic work as usual (and another great reminder why I've stayed subscribed to this gem of a channel)!
Great execution on the short but informative cheatsheet video!
This channel is piece of gem! Fast, simple, but explain enough to understand by almost everyone! I just love it.
Had me worried reading "a piece of...".
Glad you like it 😀😀
That Byeeeeeee was fun..😂
Tarogoat with another banger upload ngl🐐
🐐
After 10 years, i understand it :)
Thanks Taro I'm beginner and always used continuous collision before. This video changed my mind. 😀🙌🏻
Missed you! glad to watch another amazing video from you.
So good to have another of your videos :)! I missed you already :D
nice short video for beginners
also you can make about collisions. When does happen ontriggerenter/oncollisionenter, what difference and etc
Just brilliant, and so helpful. I would recommend these anyday to my junior devs who can learn from you just like once I did, and I keep learning from you everyday since
Aww
Woah, great video mate!
Oh, cool, I had wondered about this recently. Good explanation and I love your visuals =)
Woah, now this bite size info will go a looooong way for me. ❤️
Yay another tarodev video!
Kept you waiting ;)
king has returned
Thanks for waiting on me 🙏
Now this is what we call "Back with a Bang"
Missed your videos...
Nice breakdown!
yes please make videos like this we love it thank you
Nice quick explanation!
_But where's the promised Quaternion video Taro, hmm?_
Oh yeah... that. Just around the corner
He's back!
Never left baby
... maybe a little
It is very well explained. Very useful cheat sheet, thanks. (The video support helps me understand better than just pictures and text.)
Otherwise, I wonder, for the thumbnail image of this video, what type of font you are currently using? I love this typography.
It's called 'You Blockhead'. It's the same font supercell uses. You can buy a license pretty cheap.
Short and to the point! Very informative. Thanks
Thank you, this is great info provided quickly
Short and sweet. Love it!
Wizard is back
🧙♂️
Finely the best describe of this options
Huh, that's pretty handy ! Thanks ! :)
Thank for the knowledge mate
That's some good knowledge, thanks.
thanks, it actually let me through so i could download it.
Nice but I want to see more on the new multiplayer services :)
Coming soon :D
Great explanation
Succinct and to the point. I like it
Great video, as always!
For the problem of ghost collisions with rotaion in speculative mode one solution that I can think of is to lag the collider of the rotating object based on its speed, so that when it ghost collides the actual mesh would be leading the collider.
Amazing visuals!!!!
these videos are so great.
ITS REALLY WORKED LOL THANK YOU DUDE
I use Physics.OverlapBox as the collider. This never misses (at least until now). I don't know about its performance, but I only make mobile games and never had an issue
That was such an excellent visual! So incredibly helpful1
Thanks for the video
Great video!
The tradeoffs with traditional Rigidbody collisions are why I almost always opt to write my own collision detection and resolution using a Kinematic Ridigbody.
Thank you for this
Great video!!!
Thanks!
Idk why, but this info is hard to find
Sounds like the perfect reason to make a video 😊
@@Tarodev definitely! Hope it does well
Beautiful presentation! It was so informative and concise.
Just awesome!
thanks for the info.
Great vid, seams really helpful but dude... what happened to the quaternion vid? xD
Oh mate, any day now
THANKS!
it worked! thank you so much!!
Comment to help youtube alog gods understand this is great
Too kind 🙏
YOU HEAR THAT RUclips?
Thank you for the explanation.
I don't know what I'm doing wrong, but no matter which option I choose and no matter how slow or fast the two objects are that have a rigidbody, they go right through each other if I add a script to them. Doesn't matter if I move the objects with transform or by the rigidbody. The only time they don't pass right through each other is to not add scripts to them, which is pointless when making platforming traps. I didn't have this problem until I switched to the newest version on Unity.
That is... Bizarre. Does this happen with any script or a specific one?
@@Tarodev Any script, even scripts I've used in older builds of Unity with no issue. I bought a controller, but I didn't like it, removed it. I don't know if that changed some setting I've never used or seen before. That's why I rarely use Unity assets. The only time I've haven't had issues on a project, are ones without Unity assets.
I love the tips!
Yeah you do 😉
@@Tarodev 😉
awesome explanation. thank you =)
verry good and verry informativ
I had a tunneling issue with a parabolic projectile tunneling through the ground. I just decided to increase the size of its collider.
what an extraordinary explanation!
Thanks stranger
@@Tarodev 😨😭😭😭😭😭😭
ty
you can just keep it descrete and modify the collision box depending on the speed
Somebody else mentioned this, and it's a very cool idea. Had experience doing it this way?
@@Tarodev not in unity, but it works fine.
Great video!
The next Brackeys is here 😇
Making me blush over here guy
@@Tarodev I enjoyed all your tutorials since the beginning. Also the discord community. Kutgw and you will become even more successful 🔥💯
@@alextreme98 thanks for sticking around since the early days 😊
Super useful.
Is there no solution for accurate collisions with rotating objects?
quaternion made this man quit
Almost brother...
Great video! Minus points for no bearded face though...
I look like a homeless right now
@@Tarodev hot!
GOD!!!My broo
Was this helpful siph?
thanks!
Hlo pls tutorial on esl
finally someone address this..
What is the best option to use in the case of a bullet-hell game or a game where a player may mod their weapons to fire 10s of projectiles per second, with 100s on screen?
Ray Cast per projectile? Or the built in collider solution?
I've attempted the raycast option before, but always had tunneling as well (as if the projectile just never "hit"), but with much better performance than rigidbody/colliders. I raycasted from the projectile, forward by units equal to the "travel speed" of the projectile, and even slow projectiles would occasionally just act like the ray cast missed
Could you do a video on unitys built in coding mechanics, such as Time.deltaTime or GetAxis, and list the 10-20 most important of them and explain how to use them? I watched a 4 hour video and learned the basics of coding but now when I go into Unity I can't figure out what to do because I don't know what the unity coding mechanics are and so I cant effect the unity editor
I quite like this idea! Basically a unity keyword tutorial. I'll write this down, thanks :)
@@Tarodev no, thank you for all these amazing tutorials!!!
Hello there!
Look who it is...
@@Tarodev general kenobi?
@@youcancallmedoggie H E R K
@@Tarodev T A R O
Algo comment.
Appreciate it 😉
And why should we believe you? lol.
Thanks. Great explanation.
I am papa Taro
@@Tarodev Heyy. That's enough for me. 😂😀
Trust him bro xD
Mlk, se pá que o canal foi hackeado
Very helpful video! Thank you!
I gave the 666th like YEAH! \../
😈
I tot u were quit yt
I would never leave you
@@Tarodev so sweet... 🤣
Anyway, UI Toolkit will become popular soon. Please try make a video about UI Toolkit. It's most easier than Quaternion I believe.
@@restushlogic5794 hah... Yes good suggestion. It's in my radar
@@Tarodev Awesome 🔥
Byeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeee
Broooo !!! this here was helpfull. I didn't even know what was going on with my objects going through walls. This was too helpful
Glad it helped you my man
Very good, thanks
that is a great video
Glad you like it
Very clear, thanks.
More like this plz ! Thx