Timeline for Unity collisions often have exaggerated physics, sending the player flying off the scene
Current License: CC BY-SA 3.0
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| when toggle format | what | by | license | comment | |
|---|---|---|---|---|---|
| Jul 16, 2018 at 21:43 | vote | accept | Nightmare Games | ||
| Feb 23, 2018 at 12:28 | comment | added | DMGregory♦ | One other thing you may want to consider is moving the object with velocity or AddForce instead of MovePosition — this gives the physics engine a bit more leeway to resolve glancing collisions with a nudge to the velocity, rather than moving to the exact position specified even if it means interpenetrating another collider and taking a large restitution impulse from it. | |
| Feb 23, 2018 at 11:47 | comment | added | DMGregory♦ | The correct scale for realistic gravity at the default settings is 1 unit = 1 meter. Then the default gravity represents exactly the 9.81 m/s2 average acceleration due to gravity on the Earth's surface. | |
| Feb 23, 2018 at 6:37 | history | edited | Nightmare Games | CC BY-SA 3.0 | added 282 characters in body |
| Feb 23, 2018 at 6:35 | history | undeleted | Nightmare Games | ||
| Feb 23, 2018 at 5:00 | history | deleted | Nightmare Games | via Vote | |
| Feb 23, 2018 at 3:55 | history | answered | Nightmare Games | CC BY-SA 3.0 |