- Home /
Question by
Slawo · Jul 22, 2014 at 09:43 PM ·
physics2d2d-physics
Ignoring 2D collisions in different speed contexts.
How should I proceed to ignore 2D collisions when for example 2 objects are traveling in similar directions at similar speed (the distance of their velocity vectors subtraction is too short)...
Using regular box2d I would use the b2ContactListener.BeginContact
. What are my options with Unity's 2D API?
Comment
Your answer
Follow this Question
Related Questions
Dynamic wire using multiple DistanceJoint2D have a problem 0 Answers
Default Contact Offset Problems 1 Answer
[2D] How to get gameobjects within a tilted rectangle area 0 Answers
What Should i use rigidbody.AddTorque() or Quaternions ? 1 Answer
Why is the Unity 2D physics engine only deterministic when Z axis rotation is frozen? 0 Answers