Unity falling blocks detect collision9/19/2023 ![]() An object can be considered to be fast-moving if it can travels a distance larger than its width or height within a frame. If there are no fast-moving objects in your game, you can safely use Discrete collision detection for all your objects.Making sense of everythingĪll of this can be pretty confusing, isn’t it? Here are some good rule of thumbs to help you decide which modes to use: ![]() Again, the idea here is to set the collision detection mode to Continuous for fast-moving objects, and leave the rest of the objects at the default value of Discrete.Ĭollisions can sometimes be detected too early in Continuous Speculative. In Unity, the option to turn on continuous collision detection can be found on the Rigidbody2D and Rigidbody components, which are used in 2D and 3D games respectively to give objects physics-based movement. This is for a simple reason: continuous collision detection is significantly more expensive, so having too many objects using it can unnecessarily use up computing power! Since only fast-moving objects suffer from the tunnelling problem, developers often enable continuous collision detection only for these objects. Continuous collisionĪlthough continuous collision detection is clearly the better choice, game engines generally do not enable continuous collision detection for all objects in their physics engines. This method of detecting collisions is called continuous collision detection, whereas the one that doesn’t prevent tunnelling is called discrete collision detection. ![]()
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