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*Need help, still unsolved* How to use physics materials to make a solid collision system with minimum penetration?
Hello, in one of my last questions I was told I could use physics materials to perfect my collision in my game, because 1000FFPS wasn't enough. Im playing around with the materials and can't figure out what would work, so i decided to leave a question here to check back on every few minutes. Im trying to make a combination with no bounce, and no sticking but i do want to make the objects not shoot around when colliding. Theres so many combinations possible to use on both player and blocks (I forgot to mention its a sandbox game) and im just really confused.
Doesn't anyone else have collision issues? how are they fixed?
What part are you trying to change? For example, when you set bounce to 0, are they still bouncing?
I've found that adding code to manually adjust velocity and angVel works fine; when you want to second-guess the physics system.
Im trying to make it not penetrate at all, and its not, but when i walk into a wall and jump while walking into a wall… I just get stuck.
I set my player frictions to 1, 1. I even tried separating the top face of the mesh and making it a different physics material. I made friction on the top 1, 1, the wall 0, 0, and still gets stuck. i have a fixed time step of 0.001 right now due to collision being really bad.
i also have my combine settings to multiply on everything.
So i pretty much have 2 issues: the collision and the fact that i need the blocks faces separated. I need to fix both issues.
@$$anonymous$$akingames this question was asked a while ago, and still unanswered.
Answer by EggQuiz857 · Mar 22, 2015 at 05:44 PM
What physics materials do I give it friction properties. like ice has low friction. and exc. I think what you need help with is just the colliders. Penetration is when the colliders go at high speeds and that bugs the physics. FYI mesh colliders don't collide with other mesh colliders.
im using cubes with box colliders. what do i do to fix this "sticky" situation?
I already put my movement script in FixedUpdate, and i use * Time.fixedDeltaTime
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