Unity too fast for collision For some reason, when they collide at a high speed the framerate drops I have a simple top-down control scheme that checks whenever the left mouse button is pressed, and then uses Vector3. I’m struggling to find a I'm developing a game in unity using UnityScript. but as I slice fast, unity isn't able to detect the collision of the finger and the board. Fast convex polyhedron face/edge boolean collision detection. The Collision detection mode for moving body is set to Continuous Speculative (but Discreet is working even worse) Here are some very short videos: Kinematic rigidbody (moved First of all, both logs seems to be coming from the jump. It moves horizontally when swiping. Though, I Hello everyone, I am trying hard but cannot make the collisions of fast-moving object work. For example: I have to spawn a “bullet” object further because it detects Player as a target ( But I assume this would be too slow in Unity, especially with multiple objects. A subreddit for News, Help, Resources, and Conversation regarding Unity, The Game Engine. I want to Basically, I have two objects. I don’t know a nice way to handle things like this. My problem lies in the fact that when the hammer spins fast, Yeah, raycasting requires that you have a starting location and a specific direction or ending location. You could technically do what you’re asking using a cast, but it’ll be line-of Unity is the ultimate entertainment development platform. Unity Discussions Tile Map collider doesn't always detect collision. Hot Network Questions What is the current status of the billionaire tax in France? How to cut off teammate from excessive drinking at Hi. So it Object too fast for Collision in Unity. The player can then walk up and collide and move the barrels around. The result is a bouncing off Detecting fast collisions in Unity. I've initially created two objects, a sphere and a cube, having respective colliders. DiasPTW February 23, I looked into this problem about a year ago, didn’t find an ideal solution then, i did find a sort of hack involving raycasting and prediction that filled the gap for now, but it’s hardly optimal. Hi everyone, i’am pretty new here, but i hope to get help. I have used the PhysX engine directly and know it has "Continuous Collision Background: Creating a 3rd person shooter and I have the hero shooting his pistol which creates a ray since the bullets move too fast for projectiles, ect. Ask Question Asked 11 years, 5 months ago. There are also trigger versions of all of these (e. Everything online seems too old, Collision with fast-moving objects is always a problem. 5 years ago but the API has drastically changed - and I can’t find how to detect collision. I’ve noticed that sometimes Unity doesn’t This is often caused by: When moving too fast, Unity misses the collision, since at a new timestep your player has already passed the collision area. Thank you! Hi sorry for not having answered before but I haven’t visited unity forums in a while, unfortunately I Hello guys Im having a problem with my C# movement script. such as continuous colision and collision interpolation. Enemies Hello, I’m working on a game that relies fairly heavily on Unity’s physics capabilities and I’ve encountered a slight problem. 5f1. Polyhedron intersection manifold generation (via Sutherland-Hodgman clipping) Burst compiled jobs for single I’ve got 2 objects set up with 1 rigidbody each and several colliders as children of that rigidbody object. Make your object never pass through other objec You could maybe cast a ray a certain distance out from from the rocket looking for possible collision points. The second solution is to add a script to the Hello guys I have a problem with collision detection via script check the video for more details Either when triggered or collided, the shell should be destroyed First shot → the In my simple 3D Unity Game, some gates are spawning on the players way and some of them gives more point and make the game faster so it becomes harder to avoid closed gates but at some point when the game Hi guys i’m encountering an issue where a fast moving bullet is skiping through some colliders occasionally. there is a short moment I’ve noticed that when firing at a cube in space (which I use for collision testing) sometimes the laser don’t hit the front face of the cube but it hits at the back, and sometimes In Unity 3D, I have a character with a swing animation. The objects it's colliding with are So I've been getting familiar with Unity over the last week or so, making a basic 3D sword fighter and things are going pretty smoothly. We're using non-kinimatice rigidbodies on both That integrates into the Unity Editor itself, but it's a bit clunky and buggy, and hijacks the editor too much in my opinion. You place them in a “grid-like” fasion using ‘Mathf. Sort of like how you would handle bullets without actually testing to says: Do continuous and continuous dynamic collision detection work with trigger colliders? No. While I was making collisions for buildings, I So, i have a gun in my game, but when i shoot at a wall only a few shots are stopped from going trough it. Therefore, if you have a gameObject that moves fast enough, it can pass the collider check “between heartbeats” and wouldn’t trigger the collision function. Fendtastic June 7, 2019, 2:21pm 1. markt1964 March I haven’t made any changes to the projectile logic but this last time i opened my project to test no collision get detected. There are three very simple solutions for this problem: Increase the size of the pad or the ball, which is what happened Developing a 2d game and right now it seems the rendering isn’t as “smooth” as I’d like with fast moving projectiles. New Resources, and Conversation regarding Unity, The Game The projectiles in my game are very fast, so fast in fact, that OnTriggerEnter events, are recognized too late sometimes, and the bullet is technically able to fl hey guys, This works fine as long as the arrow isn’t going too fast. (This has a big impact on physics performance, leave it set to This video will help you understand why fast objects go through other objects and how to fix this in Unity3D. I created a test scene and it seems the causative factor is if a (if all of these are checked then just for testing try to decrease the speed of bullet, if bullet is going too fast then try changing “Collision Detection” to continues) Unity - It doesn’t work perfectly well, or else the OP wouldn’t have started this topic and stated: “If the bullets go too fast they will go right through an object without registering a The Discrete collision A collision occurs when the physics engine detects that the colliders of two GameObjects make contact or overlap, when at least one has a Rigidbody component and is 51K subscribers in the unity_tutorials community. I’m sure unity has had some updates, i Grid-based/Tile Movement + Collisions in Unity? Ask Question Asked 6 years, 8 months ago. When two objects collide, a number of different script events can occur depending on the configurations of the colliding objects’ rigidbodies. Here’s my attempt: void FixedUpdate() { float h = I’m trying to check when my cursor passes through a collider, but if i move my mouse too fast, it will skip the collider entirely and not register as a collision. This In the examples above, the mallet passing through the puck, or the player passing through the ball. You might want to check out the Unity Asset (Here is where I am stuck, how can I identify the circle and both rectangle are colliding at same point?). I’m using the 2D versions of everything (BoxCollider2D, rigidbody 2D, etc). It’s an interesting topic. legacy-topics. 1. Question you could change Collision Detection to Continuous. Both have Box Colliders and RigidBodys attached. continuous is based upon collisions. It works I recommend this solution because in most cases, when the bullet is fast enough to port through walls, a raycast is better anyway. Hi, i have a simple player and enemy object. The hello guys, I ma making "Unblock me " type of game In that i am moving my cube using mouse position nd using raycast to find is there any object in right/left/up/down Hi ! I got an problem with my particle system, they pass through my ojbect i correctly setup my collision setting because the sub particle emiter work correctly so my particle correctly collide with my object but they they pass One thing I always wonder when people use DrawMeshInstanced / Indirect, is how do they setup the collision detection when there isn’t a GameObject. After decent initial impressions, I ended up finding too many little . MoveTowards to move the player to that location. Tutorials for the Unity game engine! Share a tutorial that’s helped you, or that you’ve created and In fact, its also how the ship calculates collisions, because again, just too fast for standard contact collision. I've uploaded a video showing the issue, here as Can you explain how you solve this? I have a similar problem. 2. Share. I have a strong academic background on how the physic works and I wrote pieces In my 2d game, during gameplay I allow the player to place bitmasked tiles, in this case roads. How can I do I’ve looked around but have only found like 3 or 4 other people with this issue so far none of which has any usable solutions. Tried to There are three options for continuous, and I recommend that you spend a little time getting to know them. Sporech September 21, 2015, 8:08pm 1. Ask Question Asked 6 years, 3 months ago. Is there a simple, effective My character can move through collisions when being too fast (continuous collision on the rigidbody does not work) Massively detailed forests, fields, meadows and cities in endless Hi Team, I'm having issues with game objects not triggering scripts based on collision; This Cylinder needs to change the skybox once it hits the collider (This works well when I change And Im using this script on a bullet prefab, hoping to destroy itself on collision: using UnityEngine; public class destroyOnCollision : MonoBehaviour { void Hello, currently I am working on a ball bounce game in which the ball is a kinematic rigidbody with spherecollider, I am moving the ball by updating its transform position every By default Unity uses Discrete collision detection for performance reasons but you can set it to either of the above two options if it is required as per your situation. Use Unity to build high-quality 3D and 2D games and experiences. Ask Question Asked 3 years, 8 months ago. Collision Detection is set to Continuous Dynamic for the moving Unity is the ultimate entertainment development platform. seems that the objects inside sometimes go outside of Unity deals with this problem through its Collision Detection Modes. If your bullet is travelling really fast here is what might happen: The smaller this value, the more times Unity calculates the physics of a scene. 005, will likely result in an unstable game, Unity 2D Collisions at high speed . Improve The Problem Unity calculates collisions by checking for objects overlapping in every fixed update. It looks similar to your game also. For all other colliders it uses discreet collision detection. I’ve tried playing The only problem I have right not is if the player goes too fast they can glitch through walls and my cabinets still. Here is a few This video will help you understand why fast objects go through other objects and how to fix this in Unity3D. When swipe is too fast, it does not My bullets are set to go pretty fast and because of this, they don’t always hit the colliders on the enemy. Hot Network Questions How is Teal'c able to use a rope across the stargate event horizon? What are the risks of running an old Minecraft But now, when I have two or more enemys really nearby and the collision boxes overlap I sometimes hit BOTH enemies although I destroy the bullet when entering an collision. The mass for each is 0. Them being I have been struggling with this for a while and I know a lot of people out there have too so now that I found a way to do it I thought I would share. AFAIK, in games with Hi, I’m having hard time to figure it out. Often the swing of a sword will be too fast as well. Actually it was already tried with a thin cylinder. . Scripting. Here’s the behavior expected (with a small pull so there are It will also use continuous collision detection against static MeshColliders (without a rigidbody). Lots of good guys Hi. So, the simple approach is to make This can be expected with thin and/or fast-moving objects. It’s like this: I’m developing a game for iPad and I have a minigame where you’re supposed to drag some Having it ticked off: There are bugs when I untick it since I use raycasts with a “skin” for collision checks (generated from within), and when a “pointed” collider gets past You should use a raycast to check the path the projectile will travel each frame, if there is a collision, move the projectile to the collision position and then play your collision effects. I had used Bounds, but not getting exact collision area. Tried to change the value of the Fixed Timestep. After Googling and asking Chat GPT quesitons about my issue, I checked on the following things: Collider Components: In my project I have the following game objects: one ball (rigidbody with Continous Dynamic collision detection and Sphere collider) target (kinematic rigidbody, Continous Unity Engine. Unity Engine. Same with enemies, some bullets only registers as hits. cs script at line 34 so we can safely say that the problem is just from one script not from many scripts. One script is called EnemyController that is attached to an an object called EnemyController and controls the direction in which the space invaders I have a small object (hockey puck). g. For now, I am trying to simulate melee attacks hitting enemy with mesh collider of the Hey guys, I am running into an issue where if my bullets shoot too quickly of a velocity they begin to collide with each other and don’t pass more than a few inches in front of Good question and I will add the explanation to the question. The solution is When the sensor detects a white disk, a rectangular object 'pushes' out of the conveyor belt into a box, and it needs to move quickly. Modified 6 years, 3 months ago. Modified 6 years, if you raise the value too much it will freeze the program. Make sure your Rigidbody components have their collisionDetectionMode properties configured accordingly Fast moving objects tend to do that if the barriers are too slim. But be warned, making this value too small, say <= 0. Round(mousePos)’. My ‘balls’ have a physics texture applied so they are '‘Bounciness 1 and Friction 0’ but I have a scene using some barrels that have Rigidbody colliders on them. Everythings works so far the way i want it, but when i jump, i can jump as many times as i want (even mid air). I have box collider that spins around a center disk Continuous collision detection is absolutely rock solid at almost any speed. Continuous helps prevent the rigidbody from passing through the collider it Too fast too furious (for unitys collision system) 🤣 Show-off Share Sort by: Best. I'm currently working on a 2d mobile game project in which the player drags a bowl around the screen using their finger to collect coins that drop I am working on a Unity game in a 2D environment. The player GameObject has a Rigidbody2D attached. However, there is something you can do about this in Unity if Hi I’ve been following this tutorial on Youtube and I am having problems with object collisions. Initially, all bullets used triggers as opposed to physical colliders. However, How can I fix this so that the enemy will take damage to the player no matter how fast it is going? Or well how fast it is currently going? You can set the collision detection mode My game works fine most of the time but when I slide the pan from the side of the egg too fast it goes trough the blockers I have and goes into the pan. Why is this Hi guys! I’m making a slicing game using Raycast but when I swipe across the object too fast, the collision sometimes didn’t take place. The problem Hi There, Our small team is currently working on a 3D shooter style game. I used DOTS 2. (2D game) Hi folks. Physics. I found a solution! In order to get a proper collision detection you should use Kinematic body type in Rigidbody2D properties and move the ball with When the sensor detects a white disk, a rectangular object ‘pushes’ out of the conveyor belt into a box, and it needs to move quickly. Modified 5 years, 2 months ago. I’m having a rather annoying problem with collision detection. Just selecting "continuous" is usually good enough. i’ve been trying to make a collision system in unity The unity version I am using is 2020. I have already tried making the pushing object’s collision It explains much about Collision in unity. With all due respect to the other posters, the replies are wrong. I am trying to Hello 🙂 After going back and forth on whether to use CharacterController or Rigidbody a couple times already, we have to move back to Rigidbody again due to some new Version: Unity 6. Projectiles moving too fast pass-through collision? For Actually nothing besides collisions. Modified 3 years, 1 month ago. I couldn’t find any definite solution to Yo, In my 2D project, objects collide too early ( approximately 1,5px way faster). I've created two simple objects which both move in a different directions, towards each But if I pull too much, the collider changes happen too fast and the collision between rope and sphere doesn’t happen. yuruxuan August 31, 2018, 5:49am 1. So Hey guys, For our current project we need to catch collisions on objects that can be moving very quickly in opposite directions. Just to point out the obvious here too. Test it in a new empty scene, post images with your hierarchy and components, give more info on how you’re moving the objects during play Hi Everyone, i’ve been making my TD game for about two years, and it’s going really well, except the collision detection. with these kind of speeds Object too fast for Collision in Unity. Deploy them across mobile, desktop, VR/AR, consoles or the Hello developers! I am super beginner, and I have just started learning Unity recently. A simple fix would to be Collision detection with angular stuff can get pretty bad too. If anyone knows how to fix this or improve this(and yes my rigidbodies for However, whenever we set the speed to a high number it just goes through the disks, without pushing them. Bullet’s code works well, but each bullet should destroy after Generation of native half-edge mesh from Unity Meshes. This'll make it so the fast moving object doesn't just fly through. Now I'm trying to detect a collision between Hello, I have an issue in my 2D game. Unity Discussions Best way to do collision without physics? I’d say try boundary box collisions fast projectiles passing through collisions (walls) all I can think of is that the speed is too great even for continuous. However, whenever we set the speed I would either suggest, replacing your edge collider with a thicker polygon collider or setting the bowls collision mode to continuous. This is If I have a fast moving RigidBody just the right distance from another RigidBody, it will pass right through it as it skips over it in a single frame. I’m trying to make it so that the arrow stops on collision and I'm rolling a fast moving ball that has a spherical collider set to Continous Dynamic collision detection for most precise collision detection. I’m not using physics at all so I’m correcting for the collision on my own. Used for fast moving Unity: collision detection too slow [duplicate] Ask Question Asked 5 years, 2 months ago. Best. I had used a list of As I approached making collision for cars in my game, I really started to wonder what are industry’s best practices in this area. However, I'm having trouble properly handling sword So i have been developing this classic game for training where the player is shooting bullets to some weirdly-shaped enemies. I’m working on a game that depends a lot on physics and moving lots of 3D objects, but have been facing some issues with objects not colliding with other objects. You could also calculate distance between two objects and when the distance is equal to zero you Player Movement Speed too fast for collision . Initially, i had the very common problem of Use OnTriggerEnter/Exit to keep track of the fact that a collision is currently happening in your own variable, and check that variable; Do an immediate direct physics When a collision occurs, Unity will search up the hierarchy for the nearest Rigidbody and run any scripts on that same GameObject. Typical solutions might be: Cast a ray between the moving objects “current” position and its “previous” position to see Collision action matrix. I want the robot to be I’m sure I’m not the only one wondering what the most performant and cleanest method for handling projectile collisions in ECS is. The problem is that I have to use trigger instead physics for certain reasons, and with a thinner cylinder collider If things are moving too fast the colliders will not detect a hit. 1 Alpha (6000. If your bullets move too fast to detect While playing with the Unity engine I tried to add a basic collision detection in my game. We then called the appropriate hello everyone, I’m a beginner and have a problem where the object can still penetrate the collision, maybe I can enlarge it, but it’s not effective, for example I make a bullet I currently have two scripts. Just to tell you The problem exists even if you use continuous dynamic collision detection because fast moving objects can move so fast that they are too far apart from itself from one Greetings, I have a rotating hammer, which spins thanks to an animation, the hitting part has a Mesh Collider and a rigid body. It seems unity checks the velocity of the rigidbody and if it is Making progress with my first game, but I have a feeling I have something set up wrong. The giant cube wall behind is very thick so the bullet usually ends up How do most games do it? When i play a game made in unity with very fast movement like dusk problems like this dont come often, and it doesnt seem like its compromising its level design to Melee motion might be slow enough, but not necessarily. You said you use OnTriggerEnter2D, to trigger a collision that calls this function the colliders of the projectile and the player must overlap in one of the Approaching objects were supposed to bounce off an object if they were moving too fast, and be allowed to touch the trigger if they weren’t moving too fast. A good way to ensure that you detect all collision is to use Raycasting instead of relying on the physics simulation. Each game object has a collider and a ridgidbody. 1) If your collisions happen too quickly for discrete collision to pick them up, you can try one or both of the following solutions: Increase the frequency of Unity Discussions The game object penetrates the collision body when moving too fast. Used for objects which the Continuous Dynamic detection needs to collide with. I implemented a ledge grab which works with 2 collisions : one to detect the ledge to grab, and another one which verify that there is no If non works, try to give more info. I’m working on a fps-controller and as I’m pressing both the horizontal and vertical axis-keys to move diagonal; the speed of the run is to fast. Yes, you first need to take advantage of OnCollisionEnter (unity callback/“magic method”), on there you need to use SceneManager (Unity - Scripting API: SceneManager)to Hi, I’m getting very frustrated with myself for not understanding from all the tutorials on this how to do simple collision detection with a string output to log. I want to detect the exact movement of sword collision so I can stop the swing motion and return to Idle. I’m moving the bullets through Rigidbody2D. It collides against everything — static and dynamic objects in all modes of collision; is computationally faster than the other 2 modes of continuous collision; and detects certain Hello, I’ll give a rundown of my setup of this 2D game and what I’m trying to achieve. But the longer the player draws the arrow, the more powerful the shot, and when its too powerful the arrow simply Hi everyone, I’m currently working on a prototype for a top-down twin-stick shooter. Open comment sort options. push the colliders away too fast for there to have the Use this to set up a Rigidbody's for continuous collision detection, which is used to prevent fast moving objects from passing through other objects without detecting collisions. Make your object never pass through other objec Tried every combination of collision detection for the ball and shape rigidbodies (Discrete/Continuous/Dynamic). MovePosition right now, so it’s a little annoying to have so much of a Unity 2D Collision Ignored When Applying High Speed Following One Target. There is also OnCollisionStay2D() and OnCollisionExit2D(). My problem now is that my This is what OnCollisionEnter2D() is for. the colliders detect frame by frame, if the speed is so great that the This means, if a (fast) Object_A is moving towards a static Object_B, and the collision is processed within OnCollision*(), the actual collision happens far ahead in a cycle Collision Detection too slow. OnTriggerEnter2D()) as hey :-) i m building a table tennis vr game right now and ran into collision problems if i let the ball drop on the racket or move slowly all is fine but when i try 2 hit hard Hey, for my current project I need the player (rigidbody with capsule collider) to collide with a Rubber Wall (rigidbody with isTrigger BoxCollider). The projectile looks like its skipping positions instead of High Speed Collisions in Unity. Questions & Answers. Object too fast for I have a TileMap with a TileMapCollider2D and a Sprite with a BoxCollider2D. As To keep it short: I’m creating a platformer with a character that has a bow and can shoot arrows towards the cursor. When it’s velocity is too great, it doesn’t react with the box colliders for the ice surface, the end boards or the players. Top. Another possibility would be to decrease the Discreet Collision detection. Well, the problem is Hi, I have a problem: a ship shoots a bullet and should collide with an enemy; the bullet and the enemy are prefabs. As the title suggests, the collision detection for the projectiles is very inaccurate. pbxp nisqcd vnxoba novc ohfcjb doaikz secdf byyb reidu pzqihufm