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Using colliders for barriers

From: Unity 4.3 Essential Training

Video: Using colliders for barriers

In a game, we use colliders for two main purposes. Now I've got a box collider that spans that entire bridge railing.

Using colliders for barriers

In a game, we use colliders for two main purposes. The first is to limit what a player can and can't get to. We can keep a player from thankfully passing through walls this way. And the second then, is we'll use our colliders as triggers. If we enter a collider or collide with it, something will happen. We'll use the colliders as triggers to help with the animation in the building, but first we need to get in our fixed colliders. The colliders that are put in place, so we can't simply walk through any surface, but are instead bounded along a player path.

A player path in a game then is the area we want our player to go. Even in an open world, where the player in theory can wander anywhere in here in the gallery, we need to make sure our player is simply can't get through some things and are eventually herded by the colliders and what they open up out to the exit or so they'd hope. And in the mean time, hopefully, there's some fun game play as well. What I'll do for my colliders is try to use a box collider in as many places a possible, optimizing the colliders as frequently as I can.

A box collider is one of the cheapest, and a mesh collider is the most expensive. And most of the objects in here will work nicely with a box collider. And we simply can't tell that we're hitting a box instead of the actual object. For my bridge, I'll start out by selecting the middle railing section. And I'll choose Component>Physics>Box Collider. Now, I can scale out this box collider by increasing the z size or take the value from the bridge collider I added earlier. I'll pick the bridge collider and there's a z of 1,217.

I'll copy that number. And come back in here and paste that in. Now I've got a box collider that spans that entire bridge railing. The two side sections of railing are there only as mesh renderers. They're there to look nice, really, but not to keep the player in. I'll copy this component as well. Dropping down next to the gear and choosing Copy Component and then picking the other railing side and pasting in. This will work in many places. Although it depends how an object was cloned around.

Now I have a collider on the bridge and so I can't fall through it. And I can't pass through the railings. Well, there's that collider. And I'm ready to look at the other pieces. I'll pick the next railing section over and put a box collider on it. For this long railing section, I'll pick that middle section and add a box collider and then scale it out. I'll put in a size as a guess to start. I'll try 920 and see how it looks. Then I'll move this collider. It doesn't have to necessarily be centered on that object.

I'll pull it back here And there's a rough fit, it looks pretty good. What I'll go in and do, is check and make sure that the collider has a small enough gap to the next railing that when I get a collider over here, the player can't really squeeze through, and it looks pretty good. I'll get a box collider on this cruciform column as well. I'll choose Component>Physics>Box Collider, and I'll repeat with the next one over. Again, Component>Physics>Box Collider, and finally this last column.

If it's difficult to see in here, you can always turn off the light. Toggling off and on the built in lighting and seeing things in a flat shape. I've put on box colliders on the column and railing sections. And now I need one on this last screen here, because it does sort of pop into that space. I'll choose Component>Physics>Box Collider. And later, I'll be adding a box collider that takes up most of this windowed wall inside. This way, the player can hit the column here, and probably catch that corner if they really decide to bump around into things.

But it won't feel like they're being arbitrarily kept out of this area. I've got box colliders on the bridge and along here on the floor of the bridge, the podium, and most of the railings in this section. I'm going to put in another game object as a marker for my spawn point. And then I'll get in and test out this game. I'll choose Game Object>Create Empty. Add a label in by clicking on the cube and giving it a color, and I'll name this spawnmarker. Now, I'll borrow the coordinates from the player controller, rolling up the master building group and choosing the first person.

And there's it's position. Negative 74, five, and negative 12. I'll pick my spawn marker and put those coordinates in. Negative 74, five, and negative 12. And now I've got this spawn marker position back here with the first person controller. So I can move that first person around and know where to put it back to. I'll pick my first person controller. It may take some navigation here in the hierarchy and I'll pull it over onto that bridge and give this a quick test.

I'll start out on the balcony and I'll hit Play and see how it looks. Here in my game, with all the terrain hidden, I'm back to floating in the blue sky. But, as I come forward here, I hit that railing. I simply can't walk right off it, and I can bang into the pole, and into the next railing. I actually have to navigate around and across the bridge and I can't jump off the bridge anymore. My colliders are working. Over here, forgot to put the collider on and I'm falling off the world. So you can see in here, where thinking through the colliders very carefully is important.

We want to avoid places where the player dies inadvertently by falling off the world. Gravity exists inherently in Unity. And your player controler has mass so if you fall off the world because somebody forgot a collider, you're out of the game. So, put the colliders in. I'll go through and finish out all the box colliders on this, scaling and sizing them out and adding them in anywhere I need to hem in that player. Then we'll get going on putting the triggers in. And getting our game more playable, not just a place to run around.

Show transcript

This video is part of

Image for Unity 4.3 Essential Training
Unity 4.3 Essential Training

78 video lessons · 10277 viewers

Adam Crespi
Author

 
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  1. 2m 57s
    1. Welcome
      41s
    2. What you should know before watching this course
      52s
    3. Using the exercise files
      1m 24s
  2. 21m 21s
    1. Designing the game
      4m 39s
    2. Setting the project
      4m 9s
    3. Exploring the Hierarchy, Scene, and Inspector windows
      5m 45s
    4. Creating and transforming objects
      6m 48s
  3. 21m 34s
    1. Organizing the Assets window
      2m 55s
    2. Exporting objects from 3D modeling programs
      8m 33s
    3. Importing and configuring models and textures
      4m 54s
    4. Setting properties for models and textures in the Inspector
      5m 12s
  4. 29m 8s
    1. Introducing the game environment
      4m 27s
    2. Placing the player controller
      4m 29s
    3. Publishing project settings
      5m 32s
    4. Adding sky and fog
      8m 17s
    5. Fine-tuning the First Person Controller
      6m 23s
  5. 57m 25s
    1. Creating the terrain geometry
      3m 29s
    2. Forming the topography
      9m 54s
    3. Painting the terrain textures
      7m 9s
    4. Painting trees and forests
      10m 55s
    5. Painting grass, shrubs, and 3D geometry
      9m 38s
    6. Painting detail meshes
      8m 46s
    7. Adjusting terrain settings
      7m 34s
  6. 39m 45s
    1. Creating materials and assigning shaders
      8m 56s
    2. Handling multiple materials
      7m 13s
    3. Adding textures to a material
      3m 57s
    4. Manipulating textures
      5m 20s
    5. Adding reflections to materials
      8m 1s
    6. Creating lit materials
      6m 18s
  7. 47m 12s
    1. Creating GameObjects
      5m 2s
    2. Understanding components
      6m 15s
    3. Using colliders for barriers
      6m 22s
    4. Using colliders for triggers
      8m 1s
    5. Exploring physics
      8m 22s
    6. Working with Physic materials
      5m 3s
    7. Adding joints to rigid bodies
      8m 7s
  8. 20m 33s
    1. Setting up prefabs for animation and batching
      5m 8s
    2. Animating an object
      6m 32s
    3. Adjusting timing in an animation
      3m 50s
    4. Animating transparency and lights
      5m 3s
  9. 11m 58s
    1. Importing skinned meshes
      4m 51s
    2. Separating animations into clips and states
      3m 14s
    3. Creating transitions between states
      3m 53s
  10. 30m 22s
    1. Customizing ambient light
      2m 59s
    2. Creating the sun using a directional light
      5m 49s
    3. Using layers and tags for lighting
      3m 32s
    4. Adding spot and point lights
      4m 25s
    5. Using point lights for fill
      4m 30s
    6. Adding and fine-tuning shadows
      5m 10s
    7. Creating lighting effects with cookies
      3m 57s
  11. 9m 15s
    1. Adding scripts to GameObjects
      2m 42s
    2. Using correct script syntax
      6m 33s
  12. 23m 7s
    1. Setting up a 2D project
      3m 13s
    2. Importing sprites
      2m 30s
    3. Slicing in the Sprite Editor
      3m 6s
    4. Layering sprites and setting the sorting order
      5m 12s
    5. Creating 2D colliders
      3m 12s
    6. Adding 2D physics
      2m 25s
    7. Animating 2D elements
      3m 29s
  13. 30m 25s
    1. Creating light shafts and sunbeams
      5m 20s
    2. Using ambient occlusion to add gravity
      4m 37s
    3. Adding depth of field
      8m 40s
    4. Applying motion blur
      5m 46s
    5. Tuning color for mood
      6m 2s
  14. 38m 16s
    1. Exploring water effects
      7m 36s
    2. Working with wind zones
      2m 8s
    3. Using an audio source
      4m 3s
    4. Creating a sound zone
      5m 59s
    5. Triggering audio
      3m 37s
    6. Adding audio effects
      3m 13s
    7. Creating particle systems
      2m 26s
    8. Adjusting particle systems
      9m 14s
  15. 25m 23s
    1. Setting up occlusion culling
      5m 52s
    2. Enabling batching to reduce draw calls
      3m 28s
    3. Testing in the game window using statistics
      4m 27s
    4. Building a development build and debugging
      6m 0s
    5. Building the executable
      5m 36s
  16. 49s
    1. Next steps
      49s

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