Inaccurate Physics Collision
So i've been fighting this weird problem where i place down 2 large plat planes perfect leveled with eachother. When i place a simple sphere with physics enabled and apply force to the sphere to push it across the planes, at certain (high enough speed) it would seem to collide hard at the transition between planes (even when planes overlap). This does not happy very low velocity, but at higher velocity this would almost always happen (with some random factors). I have tested with spheres, capsules, cubes etc... also for the ground i have tested with planes, cubes as well Have anyone encountered this issue? and know how to fix? This has made it difficult for me to create a smooth racing game without the need for 1 continuous mesh. EDIT: i tested with beveled cube, and this time the bug will occur even with just 1 single mesh, there is something wrong with the physics engine's collision responsive45Views0likes4CommentsTri Meshes and SubD aren't Friends... Is there a way to let my project work with both? Or refactor?
So when trying to publish my horizon hackathon project updates, I get an issue that says I'm using "pre-release features" upon talking to the amazing Deepak N on the Meta team it sounds like it could be caused by the fact that we're using SubD (primatives) with Triangle Mesh objects. The problem is, we have hundreds of SubD geometry objects in the game, and most likely the best path forward for us would be to remove all the Tri-Mesh features. Was wondering if anyone knows a work around or any way to "activate the pre-release features" so we can get test builds of the updated world out and ready to share. We have HUNDREDS of subD objects and maybe 30 tri meshes -- so prob will switch those out. IS this the only solution, though? Or can Meta flip a switch to let us use both? Or am I just dumb and missing something totally easy and obvious. Help me forum people, you're my only hope...264Views0likes2CommentsRotate objects using codeblocks
Hey everyone! I know how to rotate a single object using codeblocks, but I need a little help. I am looking to rotate one object around another. How do I do that? I’ve tried spin in local space and son relative to an object but it didn’t work. Was I using it wrong? Any help is appreciated! Thanks in advance!368Views0likes3CommentsCollision of interactive objects...
Looking to fix or figure out the following.. 1.Players don't collide with grabbable objects. 2.Objects like tubes switch to a box collider if they're interactive.. Not allowing for other objects to go inside of the tube. 3.Some objects with motion don't detect collision. Ex a grabbable ball with physics does but a remote control car does not. Even with a basic box collider attached.422Views0likes3CommentsIt’s the Dawn of a new forum?
Hey all! Learning this new way to learn, chat, and collaborate. My creation story is joining Horizon Worlds late 2021 and going on so many magical virtual adventure world hops and meeting so many amazing creators that took me into build mode in the headset and shared countless hours creating and collaborating together. And of course so many wonderful hours hanging out and having great conversations with cool people on places like, a moving train, the moon, the top of a giant mushroom, and many many other wonderful experiences. Making cool stuff together and testing it was such a lightning in a bottle, full brain creativity magic. Not as excited about the dystopian feeling of solo computer creation, but hoping to learn some new ways to create as we transition to this new forum. 💖127Views13likes0Comments