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Question by HummeL_YT · Mar 01, 2021 at 07:55 PM · collisioncolliderscollision detectiontriggersvoxels

Prevent changing speed at collision

Oook. So, I'm working at a voxel-based destruction system for... Idk )

I'm trying to detect the collision of 2 fast-moving objects and in global, I have this structure of GO:

  • VoxelBody(Rigidbody.isKinematic = false)

  • -PhysicalCollider(Collider.isTrigger = false)

  • -Voxel1(Rigibody.isKinematic = true, Collider.isTrigger = false)

  • -...

  • -VoxelN(Rigibody.isKinematic = true, Collider.isTrigger = false)


So trouble in that, what I`m using 4 physic layers (yeah, this is too many) for collision system what I want to realize, but I should detect physical collision between them and NOT change the speed of my non-kinematic rigidbody.

I can't use triggers because they didn`t affect on continuous dynamic collision mode, and didn't give me that info, what I need.

Using pair of Rigibody.isKinematic = true, Collider.isTrigger = false gives me that result what I want, but kinematic rigidbody didn`t support continuous dynamic collision mode.

So, I tried to make a trigger-collider at forward direction of the motion but it affects on non-kinematic rigidbody of parent GO.


How I can keep the physic reaction with static or some other layers, but also keep a speed when my voxel hitting other voxel GO? This is real to do?

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