Collision Penetration issues #15
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I'd probably have to see a reproduction of the behavior in the demos to precisely diagnose it, but if I had to guess, this is related to a long timestep compared to motion. If an object can move a significant fraction of its entire size in a single timestep, it will tend to integrate into collision. v1's CCD can mitigate this some, but not entirely, especially in pathological cases. Further, if v1's CCD is pushed to its limits, it will tend to exhibit visible motion clamping artifacts (jerkiness). V2 doesn't have these issues, but alas. If the above is correct, your best bet may be either to limit velocities or take more and shorter timesteps. That will cost more, but it will definitely improve behavior.
You can reduce the |
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Hi Norbo,
So we have run into a little problem that we are not able to solve yet.
The game objects when they collide with each other they penetrate inside
and also when using continuous detection mode when objects collide they sometimes jitter and move erratically. This happens more frequently when objects have increased momentum.
Is there a way to resolve this issue and make the collisions more rigid.
Can we remove the Softness on collision events??
Kindly guide us
Regards
`using System.Collections;
using BEPUphysics.CollisionTests.CollisionAlgorithms;
using BEPUphysics.CollisionTests.CollisionAlgorithms.GJK;
using BEPUphysics.Constraints;
using BEPUphysics.Materials;
using BEPUphysics.Settings;
using UnityEngine;
using PSpace = BEPUphysics.Space;
using PVector3 = BEPUutilities.Vector3;
using FixMath.NET;
using System.Collections.Generic;
using BEPUphysics.Entities;
using BEPUphysics.NarrowPhaseSystems;
public class PhysicsManager : MonoBehaviour
{
}
`
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