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Question by
dCalle · Apr 08, 2017 at 09:54 PM ·
physics2dcollider2d
High Resilience/Priority Collider2D
Hi,
I have a cannon that shoots 50 homing Bullets. All Bullets have colliders and rigibodies attached and are physics2D driven. Mass is the lowest possible (0.0001).
I let them ricochet at the target and home it again 10 times. A barrage of shots is fired every second.
So the target is surrounded by Bullets and when they crash in from all sides, it is rotated and pushed around.
Does anyone have a clue, how to get rid of that? (make them trigger fiddles too much with gravity wells and other physics based components I use. A last resort, but not a prefered one)
Turning on kinematic isn't an option since I use physics to move and rotate around.
Did I miss an Option?
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