Unity3d manual collision detection




















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This is because speculative CCD collects all potential contacts based on the closest point algorithm, so the contact normal is less accurate. For example, in the following diagram, a sphere starts at t0 and moves horizontally towards the right, with a predicted position at t1 after integration. Because speculative CCD generates contacts using the closest point algorithm, c0 has a very inclined normal, which appears to be a ramp to the solver.

Such a very inclined normal causes t1 to jump upward after integration, rather than moving straight forward:. Speculative CCD can also cause tunneling because speculative contacts are only computed during the collision detection phase. During contact solving, if an object gains too much energy from the solver, it may end up outside the initial inflated AABB after integration. If there are collisions just outside the AABB, the object will tunnel right though.

For example, the following diagram shows a sphere is moving left from t0 while a stick is rotating clockwise. If the sphere gains too much energy from the impact, it may end up exiting the inflated AABB red dotted rectangle at t1.

Change this to suit your needs: if, for example, you want Layer 1 to collide with Layer 2 and 3, but not with Layer 1, find the row for Layer 1 , then check the boxes for the Layer 2 and Layer 3 colums, and leave the Layer 1 column checkbox blank.

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