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I know its a mesh rebuild so of course there are no collisions.
Problem is when force is applied to an object when a mesh rebuilds the object has no ground, this goes unnoticed with basic player controllers but props & anything else with free gravity will bounce a bit, this even happens in the sdf worlds demo when you spawn a prop in and make an edit next to it .
My current solution:
before a mesh edit fire traces to detect where each physics body is currently touching the ground, spawn a plane collider at contact point that matches obb's and angs to simulate touching ground then remove it after rebuild.
This seems like a bit of a jank fix but it works as long as I can find a reliable way to pool & remove the planes .
I have yet to actually really study this repos code fully to know exactly what it does but caching the current collision mesh before an edit and keeping it until a rebuild is finished might solve this, not sure how hard that would be.
1.mp4
The text was updated successfully, but these errors were encountered:
I know its a mesh rebuild so of course there are no collisions.
Problem is when force is applied to an object when a mesh rebuilds the object has no ground, this goes unnoticed with basic player controllers but props & anything else with free gravity will bounce a bit, this even happens in the sdf worlds demo when you spawn a prop in and make an edit next to it .
My current solution:
before a mesh edit fire traces to detect where each physics body is currently touching the ground, spawn a plane collider at contact point that matches obb's and angs to simulate touching ground then remove it after rebuild.
This seems like a bit of a jank fix but it works as long as I can find a reliable way to pool & remove the planes .
I have yet to actually really study this repos code fully to know exactly what it does but caching the current collision mesh before an edit and keeping it until a rebuild is finished might solve this, not sure how hard that would be.
1.mp4
The text was updated successfully, but these errors were encountered: