Setting changes for a large scale
Posted: Mon Apr 11, 2011 5:01 pm
Hello,
So to start off, we have a large, static mesh that is being used as our level. It is mostly cubed, for things like corridors. Through looking at other posts, as well as the examples it seems like there start to be collision issues when you start colliding objects with extreme scales. Our game seems to be starting to run into this as the level meshes are usually 2000x2000 units or larger. Although our scale is fairly uniformly larger, we aren't colliding extremely tiny objects with the huge level.
Just testing prefab collisions against our level, objects fall into the floor, usually up until somewhere near the center of the object before the collision is detected. They are then slowly pushed up out of the floor before stabilizing. Are there some settings that could be changed that would help detect the collisions faster, or correct them more quickly?
I'm not sure how sidedness works with static meshes, and thought the issue may be because we are inside the mesh - so I have that checking for both sides of the mesh. I also have continuous collision enabled.
Thanks for any help,
~Zuecafajm~
So to start off, we have a large, static mesh that is being used as our level. It is mostly cubed, for things like corridors. Through looking at other posts, as well as the examples it seems like there start to be collision issues when you start colliding objects with extreme scales. Our game seems to be starting to run into this as the level meshes are usually 2000x2000 units or larger. Although our scale is fairly uniformly larger, we aren't colliding extremely tiny objects with the huge level.
Just testing prefab collisions against our level, objects fall into the floor, usually up until somewhere near the center of the object before the collision is detected. They are then slowly pushed up out of the floor before stabilizing. Are there some settings that could be changed that would help detect the collisions faster, or correct them more quickly?
I'm not sure how sidedness works with static meshes, and thought the issue may be because we are inside the mesh - so I have that checking for both sides of the mesh. I also have continuous collision enabled.
Thanks for any help,
~Zuecafajm~