Simplify collision mesh of road-like system?

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Given a tile-based road or sidewalk system in Unity in 3d like shown, I\'m getting mini-bumps of rigidbodies moving over their seams (even for same vertical position & s

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  •  攒了一身酷
    2021-01-13 21:52

    Maybe, you don't need to change the circuit, change the car collision system instead:

    • Make a "invisible dummy car" with the real collider and input feedback and then make the real car (only the model, maybe, or with an extra collider for other kind of collisions detection (¿with power-ups?) but i think that with one collider in the dummy car will be enough)
    • Make the model follow the dummy position but interpolating the vertical glitch (ex. every frame update your real model position is the current position + 1/10 of the "y" difference (maybe only if it is too big) or something like that, the time or percentage of the change for clamping the position will need to be manually tested to get a good feeling)
    • If you use two colliders, play with they layers and collision system to perfect the system (real model only collides with the environment or car) and the fake collider ignores environment.

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