playMaker

Author Topic: Trigger and Speed Issue  (Read 1296 times)

coxy17

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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 »

jeanfabre

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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