ashwin.sudhir Posted November 9, 2011 Share Posted November 9, 2011 We assigned a Dummy Body and a Convex shape to a certain node and then applied a Scale to the node reference.When we do intersection tests, the bodies do not seem to have been scaled accordingly (even though visually the node looks scaled down).We use body.renderShapes() in our game to visualize theses shapes and they look scaled down, but again intersection testing doesn't seem to take this into account.Is this a known problem and are there workarounds?Thanks,Ashwin. Link to comment
michael.zhang Posted November 10, 2011 Share Posted November 10, 2011 https://developer.unigine.com/forum/topic/938-loss-of-precision-collision-after-scaling/page__fromsearch__1 https://developer.unigine.com/forum/topic/859-scaled-mesh-collision-bug/page__fromsearch__1 https://developer.unigine.com/forum/topic/95-scaling-with-a-rigid-body/page__p__445#entry445 Unfortunately, Unigine does not support physics and scaling of any kind, meshes, bodies, shapes. Link to comment
danni.coy Posted November 10, 2011 Share Posted November 10, 2011 Currently scaling physics object does not work. It would incur a significant peformance penalty. Best advice is to find a way of implementing what you want that doesn't involve scaling. You can learn more about the situation here https://developer.unigine.com/forum/topic/938-loss-of-precision-collision-after-scaling/ Link to comment
ashwin.sudhir Posted November 10, 2011 Author Share Posted November 10, 2011 Thanks danni :) My request to Team Unigine would be at least correct the behaviour of body.renderShapes() so that it shows the "non-scaled" shapes so the user is not puzzled as to why intersection/collision is not working fine. -a. Link to comment
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