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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!
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
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!
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.
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