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Object dissapears when moving fast
Is it normal? Time Scale is set to 4, Fixed Timestep to 0.1 and Maximum Allowed Time to 5. I've tried to also change these values, didn't work. The ball itself is moving only because of the platform. Update isn't overused.
http://www.youtube.com/watch?v=HxalwlWBU8g
This is my script of rotation with mouse:
public class MouseRotate : MonoBehaviour {
public float speed = 5.0F;
void Update() {
if (Application.platform == RuntimePlatform.IPhonePlayer) {
Vector3 dir = Vector3.zero;
dir.x = speed * -Input.acceleration.y;
dir.z = speed * Input.acceleration.x;
if (dir.sqrMagnitude > 1)
dir.Normalize ();
transform.Rotate (dir.x, 0, dir.z);
} else {
float h = speed * Input.GetAxis ("Mouse X");
float v = speed * Input.GetAxis ("Mouse Y");
transform.Rotate (v, 0, -h);
}
}
}
So i really don't understand why it dissapears.
I would lower your time scale to start with, it is running your game four times faster than normal.
When i do so, it starts moving through walls and i don't know why. Colliders are set, without using mesh collider.
Also, show us the colliders of the maze walls.
Have you tried Time Scale 1, Fixed Time Step 0.1 or 0.2 and changing Collision Detection as Continuous or Continuous Dynamic on the rigidbody as described here http://docs.unity3d.com/$$anonymous$$anual/class-Rigidbody.html
Answer by MrSoad · Nov 08, 2014 at 12:58 AM
Also what scale is the ball, place it next to a std Unity sphere and let us see its relative size. It may be that you have everything a little bit too small which could cause issues like in your video, thanks
Answer by FairGamesProductions · Nov 08, 2014 at 12:46 AM
So, from the video, it looks like the ball is not disappearing, it's "falling" through the platform mesh. Set your timescale to 1, and re-make the video while showing us the editor view (not the player view) with the ball selected, so we can see the balls collider. That should tell us a little more about what's happening.