playMaker
Home
Store
Showcase
Tutorials
Forums
Manual
Wiki
About Us
Playmaker Forum
Welcome,
Guest
. Please
login
or
register
.
Did you miss your
activation email
?
1 Hour
1 Day
1 Week
1 Month
Forever
Login with username, password and session length
News:
Join our
Discord Channel
Home
Help
Search
Login
Register
Playmaker Forum
»
PlayMaker Help & Tips
»
PlayMaker Help
(Moderator:
600
) »
Trigger and Speed Issue
« previous
next »
Print
Pages: [
1
]
Go Down
Author
Topic: Trigger and Speed Issue (Read 1309 times)
coxy17
Beta Group
Sr. Member
Posts: 355
Trigger and Speed Issue
«
on:
March 17, 2015, 04:23:06 AM »
Hi,
Im using a invisible trigger (cube sized 0.1 x 0.5 x 1). It has a Box collider with 'Is Trigger' enabled. The trigger works fine when the player enters and my actions call ok. One issue im having is when the player approaches the Trigger whilst running it causes it to not detect the trigger? how can i do this without increasing the size of my Trigger? (i cant increase as the trigger as there is no space to do so)
I have tried to increase my players RigidBody Collision Detection from Discrete to Continuous Dynamic but it still dont have time to detect the trigger whilst running.
I have taken a look at the following post which seems to have a similar issue. It seems they recommend raycasting. is that a good option?
http://answers.unity3d.com/questions/55179/cheapest-way-to-catch-collisions-on-very-fast-movi.html
«
Last Edit: March 17, 2015, 04:27:39 AM by coxy17
»
Logged
jeanfabre
Administrator
Hero Member
Posts: 15500
Official Playmaker Support
Re: Trigger and Speed Issue
«
Reply #1 on:
March 18, 2015, 02:59:31 AM »
Hi,
Yes raycasting will perform better at high speed.
you can also toy around with the physics settings of your project to increase the number of computation and you'll increase your chance to not miss that trigger.
Bye,
Jean
Logged
Print
Pages: [
1
]
Go Up
« previous
next »
Playmaker Forum
»
PlayMaker Help & Tips
»
PlayMaker Help
(Moderator:
600
) »
Trigger and Speed Issue