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Unity falling blocks detect collision
Unity falling blocks detect collision











unity falling blocks detect collision
  1. UNITY FALLING BLOCKS DETECT COLLISION HOW TO
  2. UNITY FALLING BLOCKS DETECT COLLISION FREE

so then you manually fire the collision function.

unity falling blocks detect collision

example: the raycast flags that there is an imminent collision, a co-routine is fired with a 0.1 second delay which then checks if the primary collision took place, if it it did not then the collision failed. You would then have to come up with some logic to handle if the collision is failed based on the ray casts expectations. This bulletin point is really just: "Make your objects move slower so it's less likely to penetrate through the collider on impact". regardless of the mass, the objects will move at the same rate. Air resistance is not accounted for in most physics engines (including PhysX/Box2D) so. This is basic physics and is how physics engines simulate it. In some situations a solution may come from simply tweaking your RigidBodies settings (mass and gravity multiplyer).Īll objects, regardless of mass fall at the same rate.

UNITY FALLING BLOCKS DETECT COLLISION HOW TO

The physics engine can reliably ask if a point is inside, and if so, the closest point on the outside to resolve the collision by pushing it outside.Įdge colliders and mesh colliders are not so simple, and do not have any reliable way to determine if something is inside of it - they can only check the normal of the triangle during the sweep to see if it should be allowed through, and once it is through then there's no way to know how to get the object back out. Box colliders (and circle colliders) have one huge advantage over other collision forms that you totally ignore: It is very easy to determine if a point is inside or outside of a box/circle collider (as they are solid convex shapes). This section also misses the entire point of box vs. Is there any proof of this? While they only have one side, there's a huge number of optimizations in a physics engine and wouldn't be surprised if there was no noticeable difference. Unknown if it's broken in 2D, but it gives inconsistent and wrong results using 3d rigid bodies so it's generally unsuitable for use.Įdge Colliders are popular to use for floors as they take less processing power compared to Box Colliders, due to them checking only one side instead of four. Some of this information is wrong or has the wrong reasons attached to it.Ĭhanging your players Rigidbody collision mode to from ‘Descrete’ to ‘Continuous’ (CCD) will instantly fix your problemĬCD is broken in at least normal RigidBody's (and has been in various forms since it's initial implementation). Feedback Friday Screenshot Saturday Soundtrack Sunday Marketing Monday WIP Wednesday Daily Discussion Quarterly Showcase Related communities 1 For questions, get in touch with mods, we're happy to help you.

UNITY FALLING BLOCKS DETECT COLLISION FREE

Free assets OK, be sure to specify license. If you need to use screenshots, that's ok so long as is illustrates your issues.ĭo not solicit employment. Use discord, /r/indiegames, /r/playmygame or /r/gamedevscreens.īe specific about your question. Feedback, praise, WIP, screenshots, kickstarters, blogs, memes, "play my game", twitch streams.













Unity falling blocks detect collision