dongju.jeong Posted July 11, 2022 Share Posted July 11, 2022 Experiments have shown that collision of the surface as well as the collidable of the terrain heights should be activated, and both mask values should match any colliding object. Heights may have multiple LODs and may have different collisions masks. Then, what should I do with the collision mask on the surface? If I just activate all 32 bits, will it be solved without any problems? Without performance issues? Link to comment
bmyagkov Posted July 11, 2022 Share Posted July 11, 2022 Hello! 2 hours ago, dongju.jeong said: If I just activate all 32 bits, will it be solved without any problems? Without performance issues @dongju.jeong Basically there shouldn't be any problems. Either way it would be easiest solution at the moment. But since the number of collisions will be increased you may experience a some performance drop. Thanks! Link to comment
dongju.jeong Posted July 11, 2022 Author Share Posted July 11, 2022 (edited) Thank you for your answer. I have another question. How do I set it as a heavy object to receive a lot of gravity and drop it quickly? It doesn't seem to change even if I raise the Mass. Edited July 11, 2022 by dongju.jeong Link to comment
cash-metall Posted July 11, 2022 Share Posted July 11, 2022 1 hour ago, dongju.jeong said: I have another question. How do I set it as a heavy object to receive a lot of gravity and drop it quickly? It doesn't seem to change even if I raise the Mass. Mass does not affect the speed of falling objects, assuming there is only gravity acting on it. you can apply additional force down for drop it quickly, or increase global gravity and set linear damping for other bodies (imitation of Air resistance) Link to comment
dongju.jeong Posted July 12, 2022 Author Share Posted July 12, 2022 sorry, It was a stupid question. thank you. Link to comment
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