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zeling_v2/Assets/SensorToolkit/Examples/Fundamentals.unity
2026-05-23 08:48:48 +08:00

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comment: 'The Trigger sensor listens for physics events ''OnTriggerEnter'' and
''OnTriggerExit'' to determine detections. It needs a Collider component and
almost always a Kinematic RigidBody too, it''ll warn you if it''s missing.
This
is a more versatile and performant sensor then the Range sensor, but it''s a
little more nuanced. Configure your projects physics layer collision matrix to
control what the trigger sensor detects.'
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comment: 'This is similar to the previous station but optimised.
The input
sensor (Range Sensor) is now configured so that it can''t detect the characters
limbs. I''ve attached a new GameObject to the characters torso called ''SensorTarget''
and created a trigger collider on that. The input sensor is configured so it
can detect this new collider but not the limbs.
Why have I done this?
The
performance of SensorToolkit depends on the performance of the Unity physics
system. The physics system must perform intersection tests for each collider
the sensor may detect. The more things that can be detected the more intersection
tests that need to happen. In this case it''s not necessary to detect the limbs
individually, we want the input sensor to detect the characters root and pass
that to the LOS Sensor.
Why is the SensorTarget attached to the torso?
This
character is a ragdoll which makes it possible for the armature to ''fall away''
from the character root. We want the input sensor to detect when the Armature
is nearby, which may not be at the same position as the root.
**Note**
It''s
important to use the LOSColliderOwner component in this setup (placed on the
character root). Otherwise the Line of Sight results may show the character is
obstructed by its own limbs. This wasn''t an issue in the previous example because
it had a SignalProxy on each of the limbs.'
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the chains has a SignalProxy on each of the links that points to its root.
If
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comment: 'The character in this setup has Rigidbodies/Colliders on each of its
limbs. The input sensor (Range Sensor) would normally detect each of the limbs
individually. But I want the sensor to detect the character as a whole, so if
any limb on the character is detected then the root GameObject will appear in
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I''ve accomplished this by placing a SignalProxy component
on each of the limbs and pointing them to the characters root.
This works
but its not particularly efficient. Have a look at the next station to see how
we can optimise it further.'
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executed in sequence to change the signals produced by the sensor. It''s straightforward
to write your own signal processors by extending the base class.
This example
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It also filters out signals below the minimum defined strength of 0.2, so they
aren''t detected.'
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comment: 'I''ve enabled ''Safe Mode'' on the sensor in this example. This mode
protects against a quirk in Unity.
If a detected object is disabled then
no ''OnTriggerExit'' event is called. So the sensor has no way of knowing that
it''s no longer detected.
In safe mode the sensor will listen to ''OnTriggerStay''
as well in case an object was disabled. It''s not a perfect solution though,
it''s worse for performance and it may take a few frames before the object is
removed from the list.
The correct way to solve the issue is to move an
object far away from any sensors right before disabling it. This will ensure
the ''OnTriggerExit'' event is called. This is one of the nuances of Trigger
colliders in Unity.
Obviously the correct solution is a bit of a hassle,
so ''Safe Mode'' is available as a compromise.'
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Configurations with Ray sensors can work better then
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I''m only generating one test point per object and it still gives
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Press the ''play'' button to see it going.'
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