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Channel: Answers for "When changing a gameobjects layer, the physics collision matrix is not being respected immediately..."
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Answer by herpanda

Okay I found a workaround. Put `transform.Translate(0,0,0)` in the update() function of whatever object you're trying to pass through. I'm not sure why this works, and it's probably wasteful calling...

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Answer by Jonathan-Bro

I ran into this bug just now and found a good workaround for it. Try disabling then re-enabling the collider after setting the new layer. this.gameObject.layer = LayerMask.NameToLayer("IgnoreAll");...

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Answer by herpanda

Okay I found a workaround. Put `transform.Translate(0,0,0)` in the update() function of whatever object you're trying to pass through. I'm not sure why this works, and it's probably wasteful calling...

View Article

Answer by Jonathan-Bro

I ran into this bug just now and found a good workaround for it. Try disabling then re-enabling the collider after setting the new layer. this.gameObject.layer = LayerMask.NameToLayer("IgnoreAll");...

View Article

Answer by herpanda

Okay I found a workaround. Put `transform.Translate(0,0,0)` in the update() function of whatever object you're trying to pass through. I'm not sure why this works, and it's probably wasteful calling...

View Article


Answer by Jonathan-Bro

I ran into this bug just now and found a good workaround for it. Try disabling then re-enabling the collider after setting the new layer. this.gameObject.layer = LayerMask.NameToLayer("IgnoreAll");...

View Article
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