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surface's collision mask of ObjectTerrainGlobal


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Posted

Experiments have shown that collision of the surface as well as the collidable of the terrain heights should be activated, and both mask values should match any colliding object.

 

Heights may have multiple LODs and may have different collisions masks.

Then, what should I do with the collision mask on the surface?
If I just activate all 32 bits, will it be solved without any problems? Without performance issues?

 

Posted

Hello!

2 hours ago, dongju.jeong said:

If I just activate all 32 bits, will it be solved without any problems? Without performance issues

@dongju.jeong Basically there shouldn't be any problems. Either way it would be easiest solution at the moment. But since the number of collisions will be increased you may experience a some performance drop.

Thanks!

Posted (edited)

Thank you for your answer.

I have another question.
How do I set it as a heavy object to receive a lot of gravity and drop it quickly?

It doesn't seem to change even if I raise the Mass.

image.png.608684f7d032c0d015f1f74364f53264.png

Edited by dongju.jeong
Posted
1 hour ago, dongju.jeong said:

I have another question.
How do I set it as a heavy object to receive a lot of gravity and drop it quickly?

It doesn't seem to change even if I raise the Mass.

Mass does not affect the speed of falling objects, assuming there is only gravity acting on it.

 

you can apply additional force down for drop it quickly, or increase global gravity and set linear damping for other bodies (imitation of Air resistance)

Posted

sorry, It was a stupid question.

 

thank you.

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