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Question by detolox · Jun 20, 2018 at 06:15 PM · collisionphysicscolliders

Colliders not Colliding when FPS are to low

Hi!!, I am developing a Tennis VR.. and my graphic card died.. so I have to work with an old one that with difficulty supports it.

So I have a very weird problem.. When I move quick the racket it does not trigguer OnCollisionEnter.. I have to do the movement slowly

That is what is happening to me..

https://www.youtube.com/watch?v=fGghTO63Ors

I try all the combinations Collision detection - Continuous or Continuos Dynamic.. etcetc.. I also try the alrgorithm "Dont go through things"

So..

It is posible that is not working because of the low FPS? Right know I cannot test in other computer.. I do not know what I am doing wrong..

Thanks in advance!

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avatar image Feelnside · Jun 20, 2018 at 06:37 PM 0
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Use the Continuos Dynamic. It's the best way in your case.

And how are you moving the racket rigidbody? You should use the rigidbody.$$anonymous$$ovePosition / $$anonymous$$oveRotation functions (these functions are using the rigidbody interpolation setting).

Is't possible to increase the size of the racket collider? (make it a bit thicker)

Also try to decrease a fixed time step. It will increase the count of the FixedUpdate calls per second (Edit > Project Settings > Time > Fixed Timestep).

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Answer by detolox · Jun 20, 2018 at 09:03 PM

I am using Continuos Dynamic. Yes the rigidbody is bigger than the racket x,y,z and I also decrease the fixed time step.

The racket rigidbody is attached to the GameObject. So I have to create an script to do it? To move the the rigidbody at Update() function or FixedUpdate()?

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avatar image Feelnside · Jun 21, 2018 at 04:28 AM 0
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The racket rigidbody should be moved through a script in the FixedUpdate function using $$anonymous$$ovePosition / $$anonymous$$oveRotation. So that the "Continuos Dynamic" option would work.

Looks like you have attached the racket rigidbody to some other GameObject which is moving? Am I right? I don't know how the parent GameObject is moving, but the best way is remove the racket rigidbody from a child (so that we don't have any linkages between GameObject and the Racket rigidbody) and create a script on GameObject which will move the racket rigidbody using $$anonymous$$ovePosition / $$anonymous$$oveRotation in the FixedUpdate func.

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