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Questions tagged [collision-avoidance]

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For my collision system I’m using a boids-like method that works fine for "small" obstacles (like other characters) where the character can turn slightly left or right to avoid the obstacle ...
philB's user avatar
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1 answer
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I've got a problem with my flying AI in Unity. When it just chases a target it's ok, but my system contains avoiding obstacles so when it starts to do it, it shakes weirdly. As I understood using <...
kotan4ik's user avatar
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0 answers
239 views

I have made a test sketch of collision avoidance using javascript, as you can see right here. I want the vehicle to move to the clicked location, avoiding obstacles on the way. It is working, but not ...
Ricardinho's user avatar
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606 views

I want to write a script that can lead to something like https://gyazo.com/90d3a0ec82a41f53c831b00c403dc7df (to surround the enemy through local avoidance). i am using navmesh unity, to solve this ...
NerzOff's user avatar
2 votes
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So far Ive implemented a 2D grid graph using 2D physics. My enemies have a seeker script, AI destination setter (with the player position attached) and a basic AIPath script that is set to 2D When I ...
Felix Jönsson's user avatar
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1 answer
290 views

I've decided to implement my own algorithm for optimal reciprocal collision avoidance. It doesn't use linear programming, but iteratively projecting velocity on intersections of ORCA lines and checks ...
Acey's user avatar
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Ever since I made my units move to a certain location a problem has popped up that of course if I try to make two or more units go to the same place they fight for the same spot. Am I just being ...
Kiyo's user avatar
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98 views

I am generating a 3D scene that involves spawning lots of 3D objects in a finite volume. I need to avoid intersection of objects.
user62039's user avatar
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I have been having trouble with a custom character controller I am making. The root of the problem lies with collisions. I am trying to make movement code, but I have a problem with ground movement. ...
blackhole's user avatar
1 vote
1 answer
835 views

I have a simple WebGL maze game and has problem with enemies overlapping when they are going to target position. Now i'm detecting there collisions, but dont know what to do with them when they are ...
Wurger Wulf's user avatar
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1 answer
293 views

I have been making mobile RTS game in Unity look like Clash Royale similarly. Unfortunately, I faced to two big problems. First is two phones(clients) to be synchronized each other in game state. ...
Dennis's user avatar
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1 vote
2 answers
739 views

So I'm making a testbed for an AI actor(ship). It's a simple asteroids game using an AI controlled actor. I'm doing this using VS, monogame. I have implemented a simple steering behaviour using a ...
Simon's user avatar
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1 vote
1 answer
495 views

I want to allow the player to freely place cubes anywhere they like in 3D space, but the cube being moved around is not allowed to intersect with other objects. Currently I do a ray cast based on ...
JacketPotatoeFan's user avatar
3 votes
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I am currently working on a simple obstacle avoidance system in unity. I have a player and a school of Ai fish that are traveling in a fixed direction (Down-Right). While swimming, I want the Ai fish ...
Charles Cox's user avatar
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1 answer
502 views

How can I make one Box Collider 2D go through another one in Unity? I tried this, but it seems to work only for ordinary Box Collider, but not for Box Collider 2D.
qqqqqqq's user avatar
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This is follow-up on this question (Unit collision avoidance for RTS) I'm developing an RTS. I'm having difficulty with collision detection... I looked up RVO and it seems like the correct solution, ...
blip's user avatar
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0 answers
174 views

Relevant Background Information I'm an eleventh grade high school computer science student in Canada. I'm doing pretty well in the course currently, I have a 96 in the course currently. We're working ...
Kyle's user avatar
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8 votes
2 answers
805 views

I am trying to understand and implement the mechanism of a fully 3D collision avoidance (steering behavior) system for flight movement (six degrees of freedom), currently focusing on circumventing ...
Louis15's user avatar
  • 569
8 votes
2 answers
3k views

Currently I'm developing a Diablo like game for mobile platform(iphone5+). A simple A* search will find the path, but collision avoidance still needs to be taken into consideration. There will be ...
lostyzd's user avatar
  • 105
17 votes
3 answers
12k views

Currently, I'm simulating physics impact forces for local avoidance of units but this method sometimes pushes units out of formation and has very undesirable effects when units clump up. For RTS ...
JPtheK9's user avatar
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1 vote
3 answers
17k views

I have a mock environment set up with a cube that has a specified "Not Walkable" layer. I'm using NavMeshAgent and NavMeshPath to set destinations of the player. The way I'm setting paths is by ray-...
Adariel Lzinski's user avatar
1 vote
1 answer
271 views

In my tile map, created with 'Tiled', I placed some tiles that need to be avoided by my mobiles. Tiles like water or obstacles. The entities "wander" in the map, choosing random directions, and their ...
felipe's user avatar
  • 397
3 votes
2 answers
623 views

I have an Object A which will attempt to stay within a certain distance of another Object B. I would like Object A to also try to stay outside a certain distance of one or more other Objects R. The ...
Deozaan's user avatar
  • 78
5 votes
1 answer
2k views

I've been trying to implement this steering behavior in Unity: Understanding Steering Behaviors: Collision Avoidance However, I'm getting strange results. Here's the code for the script, feel free to ...
GelatinFox's user avatar
1 vote
1 answer
129 views

The player moves a spell object, the spell must stay withing a certain range of the player. The spell is moved using a physics system and it has mass and velocity. Currently when the spell goes out ...
Ian Hern's user avatar
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