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Particles colliders do not be detected by bullets with 'continuos dynamic' collision detection.
Hello, I'm feeling very tired and demotivated :(
I have spent an entire day to understand all about the collision detection in order to solve my problem (bullets were passing through enemies).
After setting up my bullet's rigidbody to 'continuos dynamic' the result is:
1) All the collisions are perfectly detected by the AI enemies. 2) Some collisions with particles ARE NOT DETECTED by particle colliders (In the particle system: collision quality 'high', enabled dynamic colliders).
Really I,m very tired because I'm started to think that problems are not about my knowledge, but about an exaggerated complexity of the Unity engine.
Thanks.
Valerio
Hi @valeriopavan, maybe they didn't collide actually. check their position in the scene view. Also, the particles collision config must be something like this.
Answer by valeriopavan · Apr 03, 2020 at 02:01 PM
Thanks for reply @SmokeyWitch , the config its quite the same. -The Acceleration of bullet's rigidbody is 1. -The velocity of bullet's rigidbody is 600. -The 'lifetime loss' of particles is 1 because they are destroyed immediately with the bullet's contact.
This is the situation: Particle sys: Bullet's rigidbody:
Thanks!
Answer by SmokeyWitch · Apr 03, 2020 at 02:25 PM
your game is 3D. so it depends on the shape you used for your particle system and collider bound of the bullet. As you said "Some collisions with particles ARE NOT DETECTED by particle colliders" there isn't any problem collision detection. some particles are out of the bullets collider bounds.
@SmokeyWitch, bullets are using a sphere Collider and particles are meshes (boxes and balloons dimensionally greater than a simple particle) with a sort of sphere collider too (I also increased the radius scale of particles colliders, in order to avoid the issue you talking about). I clearly can see some bullets passing through particles...
So I think that's the problem of unity collision system. maybe decreasing bullets speeds makes difference. better way is to use raycast for detecting collisions
Yep! I will try raycast. I was avoiding to use it because I need to build for Oculus Go (Android) and i was concerned about performance, but I'll try. Thanks for your help, I really appreciate it! :)
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