I am working on a pinball game to help learn playmaker, physics and collisions and have had a devil of a time getting my flippers to work properly. I’ve gotten them to flip properly when I hit the button but half the time the ball passes right through the flipper. I suspect it has to do with how it rotates and the fact that it is moving so fast that it passes through the ball in one frame so the ball doesn’t actually get hit, at least not the way I want it to. How can I correct this problem?
So I lowered it down as low as it can go without it seriously cutting my FPS but the ball still seems to pass through the flipper occasionally. Nowhere near as bad as before though…
I’ve got:
Fixed time step down to .0003 (any lower and my FPS drops significantly - there I get about 30 FPS)
Max Allowed Time step down to 0.0005 (by lowering this down I seem to get better collisions)
and Time Scale up to 100 (to make up for the Max Time Step
I’m mostly working by trial and error so if someone can tell me a better way to have these set and get all the collisions it can, I’d be quite happy.
pretty weird you had to lower your fixed time step that way …set to 0.02 it will give you a 50 frame/s , 0.033 > 30fps , 0.05 20fps, so 0.0003 > 3,33fps ?? for the fixed time step…
I do not know your set up in scene, but if you use playmaker be aware that the trigger action check upon all 3 Stay , Enter and Exit , mean that if you et lot of object using it , the Stay check will fire all time and you are going to get a bunch of collision event for nothing ( at least for what i saw when i tested it and look at profiler).
something you can use in unity to lower the amount for check etc is the collision matrix layer , very helpfull when you use some kind of collision check and want avoid particular object to check against what not needed
using this + layer , I generally can get a bunch o fstuff going on without kill my fps , and I mostly work on iDevice