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// Student Innovation Project
​
// Encapsulated Collision

Accurate collision detection has always been paramount when creating games. Configuring colliders can be tedious and time consuming, especially creating systems that toggle between colliders for dynamic collision. Using mesh colliders can eat up processing so minimizing the amount of time they are used is a plus. 
Encapsulated Collision is an all in one tool for collider editing and one click dynamic collision set up. Simply pick the colliders you need, pick what functions you want them to perform, and move on!

Want to quickly add colliders? Does you game need realistic looking collisions? Just import Encapsulated Collision into your project, add the Dynamic Collider component, and open up the details window.
Add, remove, manage, and edit colliders all in one place.

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How It Works

This is a work-in-progress prototype. Using Unity's EditorWindow class is a great way to add further customization options without cluttering the inspector. Each object that has the component has a window to see all collider details. From there, they can select an existing collider, add a new collider type, edit the size of the collider, and remove the selected collider. Enabling dynamic collision will automatically add a mesh collider.
GUI Layout options and buttons allow for events to trigger. Sliders are added that directly connect to the selected colliders attributes in order to change them. The scaling slider uses a Vector of the original x, y, z sizes and multiplies them by the scaling factor.
Unity does not have a way to scale all 3 sides of a box collider or the height and radius of a capsule collider at the same time. 
The scaling slider takes into account all current sizes to change them all at once.
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There is also a memory feature that remembers the original size of the collider when the scale is set to 1. This way, users can scale a collider up or down to see what it looks like, however if they want to revert to how it was previously, it will reset the size to what it was previously. Slider size can also be adjusted to account for tuning of larger or smaller colliders.
Colliders are stored in an array. Since this runs in the editor constantly, dynamic array sizing is not needed and happens automatically.

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  • Home
  • Works
  • SIP
  • Boards
    • Objective 1
    • Objective 2
    • Objective 3
    • Objective 4
    • Objective 5
    • Objective 6
  • Contact
    • Community Statement