Movable actor doesn’t always collide with others?
Hideki Matsui
JapanMember, PRO Posts: 82
I’m trying to make a pool game. In my game, my ball has to collide with others perfectly of course. But sometimes it doesn’t work well. It overlaps others, and even passes through.
Maybe my ball is too fast(Speed: Max 3000). But I don’t wanna make it slow down, cause it’s boring, isn’t it?
Density, I guessed it can help me, and I’ve tried to increase and decrease the density of my ball and others. But I can’t solve my problem.
I wanna make my ball collide with others perfectly, just like a real pool game. Keeping the speed, not overlap, not pass through, as it collides with Unmovable actor.
Anybody help me, please. Thanks.
Comments
@machappli do you have all of the balls set to movable?
I also read that If you are moving the actor by constraining it to some kind of touch, then collisions will not occur while the constraint is active. Not sure how your rules are.
@AJaymz Yes.
@machappli I added something else to my comment above. Edited.
@AJaymz My rule is pretty simple. Swipe the screen to move my ball, and it moves with Change Velocity, not Constrain.
@machappli maybe slow down max speed and if it works no problem then it might be going too fast to detect the collision. might have to slowly increase speed until it gets right under the speed it messes up at.
@AJaymz Slow down, yeah maybe it'll clear my problem.
I can't avoid Movable Actors to overlap each other under high speed collision?
I'd like to keep my ball speed high. Is there any way to clear?
@machappli my last ideas. May not make a difference at all but I'll throw it out there anyways: make sure no actors are unlocked and make sure they are all on same layer next to each other. I'm out of ideas on tweeking for super fast collisions.
@machappli ok 1 more idea. In collision rule add an After 0.001 Timer and then put your other rules in that. Be sure to Check the run to completion.
@AJaymz Unfortunately, it doesn't work. But I made up my mind to follow your idea Slow Down. Thanks.