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So I am making an attempt to implement steady collision for my character controller in Unity and I’ve managed to create a recursive sweep-based algorithm that works about half the time, so I am rethinking my method. I would simply not look laborious sufficient however I can not seem to discover any good assets on this although, so I am fairly misplaced and have just a few questions:
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I’ve heard about speculative contacts, which looks as if an excellent methodology, but it surely additionally appears to have just a few points related to it, specifically ghost collisions. Is speculative contacts correct sufficient for character motion?
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I do not actually perceive how the era of speculative contact factors works – all explanations I’ve discovered simply say one thing within the traces of “discover the factors the place collision may happen”. My guess is that you simply discover all of the surfaces contained in the bounding field across the character’s motion after which calculate the closest level on every floor to the character, however that basically is only a guess. What are these contact factors and the way do you generate them, particularly in Unity3D?
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Do you assume a sweep-based methodology (or some other methodology) is healthier for 3D character motion? In that case, may you level me to some assets about that, as a result of most of what I’ve discovered is restricted to utilizing it in numerous physics libraries and never in regards to the algorithm itself.
Sorry for actually primary questions but it surely’s laborious to search out good information on this and I really feel fairly misplaced.
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