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Unity realistic fps prefab replace visible body
Unity realistic fps prefab replace visible body










** I have only tested this in 2D mode, I’ve heard talk of CCD having issues in 3D. It really depends on the complexity of your game, but definitely the easiest fix to implement. Continuous Collision Detection (CCD) will instantly fix the collider overlap problem, but it is much more performance intensive and can easily lead to frame rate issues, especially on mobile. Rigidbody Collision modeĬhanging your players Rigidbody collision mode to from ‘ Discrete‘ to ‘ Continuous‘. These are simply concepts for you to explore, I make no guarantee they will solve your issues. There is no one solution for this, and each comes with i’ts own pro’s and con’s that must be weighted up in the context of your game.īelow are some of the solutions I discovered through my own trials. As a result the collision will not be detected.”

UNITY REALISTIC FPS PREFAB REPLACE VISIBLE BODY CODE

Lets say you have a ball at 100 miles per hour and a wall that is 1 feet wide, the code will move the ball a determined amount of feet every time the code is run according the physics of it, so the movement of the ball is virtualized but it’s not a real physical movement, so it can happen that from one step to another the ball can move from point a to b and the wall is between those points. The reason is that the code you are executing is running at x amount of steps per seconds, so sometimes the rigidbody will go through the collider between one step to another. “The problem with physics collision detection is that sometimes when the speed of an object is too high (in this case as a result of a force added to the rigid body) the collision won’t be detected. Below I have included an exerpt from Matias Gil who did a good job explaining it. It’s for this reason many game developers try to avoid pre-built physics systems and instead look for simpler hand crafted alternatives.īefore we look at a solution, it’s a good idea to first understand why this is happening. It’s an issue faced by all physics engines, not just Unity, although severity may vary between platforms. This would lead to the player getting stuck inside the floor when landing a from a high jump. One of the challenges I ran into was that when the player moved above a certain velocity, it would sometimes pass through colliders. Recently I have been working on a 2D platformer which uses the inbuilt Unity Physics and Rigidbodies.










Unity realistic fps prefab replace visible body