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Unity Physics Collider Calculatedistance Incorrect Collisions

Unity Physics Collider Calculatedistance Incorrect Collisions
Unity Physics Collider Calculatedistance Incorrect Collisions

Unity Physics Collider Calculatedistance Incorrect Collisions Most probably you’ve bumped into the same issue. unity physics is speculative by design and the threshold seems to be hardcoded at 0.1f distance. you can get the exact distance and other collision info in icollisioneventjob. Calculates the distance from the collider aspect.

Problems With Collisions And Physics Unity Engine Unity Discussions
Problems With Collisions And Physics Unity Engine Unity Discussions

Problems With Collisions And Physics Unity Engine Unity Discussions Calculatedistance (pointdistanceinput) calculate the distance from a point to this collider. Hi, i encountered a case where a unity.physics.collisionevent is raised every frame, while physicsworld.calculatedistance (distanceinput, ref collector) does not return any hit. The white capsule in the top picture tries to find collisions with physicsworld.calculatedistance () and that’s where the problem happens (when we’ve reached the end of the tunnel). Calculatedistance () will test the filter on the query against the filter on the collider. so if the filter on the collider disables self collision, then this query would not return a hit.

Unity Physics Incorrect Collision Issue Unity Engine Unity
Unity Physics Incorrect Collision Issue Unity Engine Unity

Unity Physics Incorrect Collision Issue Unity Engine Unity The white capsule in the top picture tries to find collisions with physicsworld.calculatedistance () and that’s where the problem happens (when we’ve reached the end of the tunnel). Calculatedistance () will test the filter on the query against the filter on the collider. so if the filter on the collider disables self collision, then this query would not return a hit. How physx detects collisions in unity, and how to select the right algorithm depending on your collider configuration for optimal performance. A body can start the step at rest and then accelerate during the step because of a collision or constraint, and in that case you might want contact points from nearby objects. My idea was to use a colliderdistance call and provide a frustum mesh that i create to match the marquee rectangle. to get things rolling i wanted to do some testing and found that the calculate distance function was giving strange values back. In this case, unity physics treats the moving collider as if it had an infinite mass, so it will not feel any reaction forces from collisions. it will instead either push every other dynamic object out of the way or move straight through static objects, as is the case in this scenario.

Precise Collisions Unity Engine Unity Discussions
Precise Collisions Unity Engine Unity Discussions

Precise Collisions Unity Engine Unity Discussions How physx detects collisions in unity, and how to select the right algorithm depending on your collider configuration for optimal performance. A body can start the step at rest and then accelerate during the step because of a collision or constraint, and in that case you might want contact points from nearby objects. My idea was to use a colliderdistance call and provide a frustum mesh that i create to match the marquee rectangle. to get things rolling i wanted to do some testing and found that the calculate distance function was giving strange values back. In this case, unity physics treats the moving collider as if it had an infinite mass, so it will not feel any reaction forces from collisions. it will instead either push every other dynamic object out of the way or move straight through static objects, as is the case in this scenario.

I Need Ways To Improve Physics Collisions Unity Engine Unity
I Need Ways To Improve Physics Collisions Unity Engine Unity

I Need Ways To Improve Physics Collisions Unity Engine Unity My idea was to use a colliderdistance call and provide a frustum mesh that i create to match the marquee rectangle. to get things rolling i wanted to do some testing and found that the calculate distance function was giving strange values back. In this case, unity physics treats the moving collider as if it had an infinite mass, so it will not feel any reaction forces from collisions. it will instead either push every other dynamic object out of the way or move straight through static objects, as is the case in this scenario.

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