Wayback Machinekoobas.hobune.stream
May JUN Jul
Previous capture 12 Next capture
2021 2022 2023
1 capture
12 Jun 22 - 12 Jun 22
sparklines
Close Help
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
  • Help Room /
avatar image
0
Question by Ceyl · Aug 09, 2016 at 04:11 PM · collisionphysicstriggerkinematiccontinuous

Is there issues with continuous collisions

Hi there,

I having troubles using continous collisions with Unity. It seems to just not work.

The problem is simple: I have a sword which is a very fast moving object sometimes. And a simple capsule, not moving, waiting collisions. I have all basic stuff like primitive colliders, rigidbodies with continuous dynamic and continuous collision detection set, not moving kinematic rigidbodies (I need rigidbodies and not static colliders) with transform.position but with RigidBody.MovePosition, setting TimeStep, etc. The capsule collider is a trigger.

But the problem is here, the trigger collision is not detected when the sword pass through the capsule at high speed. I have tried many other things but continuous collisions detection seems broken.

So my question is simple: is it known or am I really missing something? Is there problems with triggers, kinematic rigidbodies, fixed joints maybe !?? or anything else that is not specified in API ?

Cheers.

Comment
Add comment · Show 4
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users
avatar image Owen-Reynolds · Aug 09, 2016 at 04:16 PM 0
Share

Is the object swinging/rotating through a large angle, from the base (swords do that, right?) Is that being done in a non-physics way? Seems like that could easily confuse the dynamic collision math.

avatar image Ceyl Owen-Reynolds · Aug 10, 2016 at 07:51 AM 0
Share

Hi, it could be cool that it is the problem. But as I said, all basics problems are dodged and my sword is moving in a physical way. Using $$anonymous$$ovePosition and $$anonymous$$oveRotation. It is a VR game, so I use the s$$anonymous$$mVR code and I have replaced the code that is moving the controller using transform with my own using physics.

avatar image Owen-Reynolds · Aug 10, 2016 at 06:48 PM 0
Share

Ah ... I was focusing too much on the title. You're using $$anonymous$$ovePosition AND triggers AND fast/continuousCollision setting. I think the answer is Yes -- I believe there are known issues with combining any of them.

I'm don't think continuous collision works with triggers, or with $$anonymous$$ovePosition (have only done limited testing.) I assume the limited info on them is because everyone else quickly realized you solve this with raycasts, sweeptest and overlapCapsule.

avatar image Ceyl Owen-Reynolds · Aug 11, 2016 at 07:57 AM 0
Share

Thx for your answers. For precision, my sword is a classic collider and the target is a trigger. But never$$anonymous$$d, I think the problem can come from this combination. AT$$anonymous$$ my solution is to create an interpolated collider each frame for missing overlaps. It works but... I would prefer using a good physics engine.

I'm sad that the Unity API is not very specific about that. If you read it, I follow all the good practices to make it work...

0 Replies

· Add your reply
  • Sort: 

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Follow this Question

Answers Answers and Comments

5 People are following this question.

avatar image avatar image avatar image avatar image avatar image

Related Questions

Unity 2D colliders not triggering,Unity 2D collider not triggering 0 Answers

how to prevent a kinematic rigidbody from going through static colliders 0 Answers

Implement particle scattering after collision for a Collider/Rigidbody/Trigger GameObject 0 Answers

Rigidbody is colliding terrain on isKinematic = false. call although meshes don't touch 0 Answers

[SOLVED] Ball rolling around a planet bounces off? 2 Answers


Enterprise
Social Q&A

Social
Subscribe on YouTube social-youtube Follow on LinkedIn social-linkedin Follow on Twitter social-twitter Follow on Facebook social-facebook Follow on Instagram social-instagram

Footer

  • Purchase
    • Products
    • Subscription
    • Asset Store
    • Unity Gear
    • Resellers
  • Education
    • Students
    • Educators
    • Certification
    • Learn
    • Center of Excellence
  • Download
    • Unity
    • Beta Program
  • Unity Labs
    • Labs
    • Publications
  • Resources
    • Learn platform
    • Community
    • Documentation
    • Unity QA
    • FAQ
    • Services Status
    • Connect
  • About Unity
    • About Us
    • Blog
    • Events
    • Careers
    • Contact
    • Press
    • Partners
    • Affiliates
    • Security
Copyright © 2020 Unity Technologies
  • Legal
  • Privacy Policy
  • Cookies
  • Do Not Sell My Personal Information
  • Cookies Settings
"Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere (more info here). Other names or brands are trademarks of their respective owners.
  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges