Collider for Unity Line Renderer

I have several line renderers that are using as gas pipelines. A user can select one end of the pipe and attach it to one connector. Now the problem is some pipes (line renderer) are overlapping and penetrating with each other. Is there any way to avoid penetration using colliders so they look realistic?

How to do collision detection in Unity between Character Controller, Rigidbody Collider and a NavmeshAgent?

I would like to know more about how collision detection works in Unity especially when character controllers and NavmeshAgents get involved.

For example, how can I detect collision between NavmeshAgent and a CharacterController? I have added a sphere collider to my NavmeshAgent, but it doesn’t seem to detect a collision unless I set it to “IsTrigger”. I have tried OnCollisionEnter(), OnControllerColliderHit() and OnTriggerEnter(). OnTriggerEnter() seems to be the only one that works and only when I enable “IsTrigger”.

How come the other two don’t work? Shouldn’t they? What if I didn’t want to make the collider a trigger?

How to make a collider the follows all the animations of a prefab?

I have attached a capsule collider with my player(prefab) and made a script so that when Space key is down it does the jump animation in Unity. But because of the collider not jumping with the player, the player gets stopped by obstacles though he visually passed it. How can I make a collider that moves with my animations attached to a prefab?

‘Edit Collider’ exits after every adjustment

When I click the Edit Collider button I can see the collider’s region and the handles to adjust it.

After every adjustment (with the mouse) the collider outline disappears as Edit Collider finishes. It’s frustrating to use, having to reclick Edit Collider after every drag/click.

How do I stop Edit Collider mode from exiting after every change and only exit if I click the button, or press some commit key?

Prove d-separation path is blocked as long as NOT conditioning on the collider

Getting into the causality tools. Suppose I have a causal graph X->R->T<-U.

I can workout that R and U are independent, i.e. P(r, u) = P(r) * P(u).

Also X and T are conditionally independent given R, i.e. P(x|t,r) = P(x|r).

I think there must be a way to prove:

  1. independence of X and U, i.e. P(x|u) = P(x)
  2. independence of X and U conditional on R, i.e. P(x|u,r) = P(x|r)

Appreciate any help!

How to move cube touch position and when hit my collider then stop my cube using raycast?

cube will be move but when hit my collider not stop my cube,used in program raycasting

Code:

public class MoveCube : MonoBehaviour { float speed = 0.5f; public Animator anim;

void Update() {     foreach (Touch touch in Input.touches)     {         if (Input.touchCount > 0 && Input.GetTouch(0).phase == TouchPhase.Moved)         {             Vector2 touchDeltaPosition = Input.GetTouch(0).deltaPosition;   //touch movement             transform.Translate(touchDeltaPosition.x * speed * Time.deltaTime, touchDeltaPosition.y * speed * Time.deltaTime, 0);              Ray ray = Camera.main.ScreenPointToRay(touch.position);    //touch position             RaycastHit hit;              if (Physics.Raycast(ray, out hit, 1000))             {                 if (hit.collider.CompareTag("Environment"))         //when hit my collider                 {                     Cubecall();                   //when touch my collider then call a cubecall anim                 }             }         }     } } void Cubecall() {     anim.enabled = true; } 

}

CubeImage:

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EnvironmentGameObject:

put an mesh collider

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Scene:

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actually when hit my collider then play animation or stop my cube but nothing will be happen?? I am new in unity. Thanks..

Can Large Bitcoin Collider break into the wallet which is created by new version of Electrum?

I have heard that Large Bitcoin Collider can only break into wallets that are created by broken software. My other question is that it seems the last private key that they found was on 2017-11-15 01:25:58 UTC. Am I right? Does it mean that their project is not successful any more?