Unity - Manual: Rigidbody component reference says:
“Select Continuous if this Rigidbody is involved in fast-moving collisions with static colliders.”
^^So my fast-moving car should be set to “Continuous” to detect collisions with static terrain
“Select Continuous Dynamic if this Rigidbody is involved in fast-moving collisions with any colliders.”
^^I guess if I shot a bullet at my car, both bullet and car would want Continuous Dynamic
That makes sense to me so far.
However:
Unity - Scripting API: Rigidbody.collisionDetectionMode says:
“set [Rigidbody.collisionDetectionMode] to CollisionDetectionMode.ContinuousDynamic for fast moving objects, and for other objects which these need to collide with, set it to CollisionDetectionMode.Continuous”
So according to this, my car, a fast moving object, should be set to ContinuousDynamic? And I guess if I was making Rocket League, the ball would be Continuous?
Yant was saying :
"I think the intended behaviour here was to compute continuous contacts with just static colliders in Continuous mode, and to compute continuous contacts with anything in the Continuous Dynamic mode.
Example:
- If you want to hit a wall with a bullet – use Continuous (typical case)
- if you want to hit another bullet with a bullet – use Continuous Dynamic."
But to me the documentation for Rigidbody-collisionDetectionMode is suggesting I should use Continuous Dynamic for example 1.