Wayback Machinekoobas.hobune.stream
May JUN Jul
Previous capture 13 Next capture
2021 2022 2023
1 capture
13 Jun 22 - 13 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 /
avatar image
0
Question by DMCH · May 01, 2013 at 09:45 PM · 2dphysicscolliderstuck

Top Down 2d (PC): Gameobjects' Colliders intermeshing

Hello all,

Thanks for reading. Having a bit of a problem with the colliders of two (or more) gameobjects (the enemies in my game) getting stuck in one another. This causes them to clump together, and slow down, and generally drag the whole show down.

I've tried fiddling with most of the settings on the rigidbodies (mass, drag, collision detection - all except dynamic continuous, which kills performance), changing the collider's physic material. Tried changing the scale, also, down to 1, but no luck. Maybe making them bounce a little on collision might solve (or tolerably lessen) the problem, but the rubber and bouncy physics materials aren't working. (Even though I think they did yesterday)

I've attached an image of what's happening, and a screenshot of the inspector values for the game object. Any help or suggestions would be greatly appreciated!


alt text alt text

collidersgettingstuck.png (10.9 kB)
Comment
Add comment
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

1 Reply

· Add your reply
  • Sort: 
avatar image
1
Best Answer

Answer by Keith1024 · May 01, 2013 at 10:35 PM

This sounds like a problem I once had with objects able to briefly intersect each other in certain situations.

For me the fix was to play with the "Min Penetration For Penalty" property, located under Edit->Project Settings->Physics.

This setting basically tells Unity how much objects are allowed to overlap each other. Zero would be the ideal, but I believe you can get some jittery results at zero.

Give that a try though (setting it a bit lower but > 0) and see if it alleviates your problem at all.

Keith

Comment
Add comment · Show 2 · Share
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 DMCH · May 02, 2013 at 11:36 AM 0
Share

Thanks $$anonymous$$eith, that has certainly helped quite a lot. 0 seemed to give the best results, used with a low friction, bouncy material. Any other tricks up your sleeve? : )

The enemies are still stacking, but they aren't slowing as badly anymore. I'm considering trying to apply a small amount of force outward from the enemy to keep them more broken up every few seconds, but given that there might be 40 in play at once, this might cripple performance. Also going to have a go at building some local avoidance with Raycasts, but I had trouble with the enemy graphic twitching when it tried to navigate around an obstacle. Let me know if you have any other ideas!

avatar image DMCH · May 02, 2013 at 03:31 PM 0
Share

As an update, i reduced the drag on the enemies rigidbody from 4 to 1, and used a physic material with static and dynamic F = 0.5 & bounciness 1. Enemies are a little bouncy now, so they don't clump up as much. Thanks for the help, really appreciate it.

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

13 People are following this question.

avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image

Related Questions

Rigidbody stuck in corners of Mesh Collider 0 Answers

Calculate the normal of a collider 1 Answer

CharacterController sinking on edges of colliders 0 Answers

Prefab instantiated by code, collision does not work 0 Answers

Physics - strange jumps. 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