- Home /
Generic Question concerning Collisions
Hey, I have a question concerning collisions. I have a cube, which has a kinematic rigidbody attached, a box collider with IsTrigger ticked.
I have several other objects in the environment, each with a box collider (but no rigidbody) and IsTrigger ticked.
I am moving the cube programatically (via iTween.MoveTo), and all is well except it appears to be detecting collisions 'late' - that is, it does report the collisions, but by the time it's detected them, the cube has intersected the other object (and this can be a static object). To test this I'm putting a Debug.Break() within OnTriggerEnter.
I'm wondering why this is occuring, and what I can do to improve the collision? I've experimented with the collision detection type on the rigidbody (and adding rigidbodies to other objects) but it doesn't seem to help.
Thanks for any help!
Collision detection and object movement is rather tricky. Im not really familiar with iTween. It depends on how its using its moving methods.
Rigidbodies has nothing to do with collision detection. Its for physics on the object.
when an object is moved programmatically, there are certain ways that can be does. And some of those ways can make collision detection sketchy.
Your answer
Follow this Question
Related Questions
Again about the platforms... 0 Answers
Rigidbody collision detection using iTween 3 Answers
Collision Detection does not work in my scene 1 Answer
Enemy death help 1 Answer
Player-movable rigidbodies w/ collision? 2 Answers