I'm thinking this has something to do with netcode because ordinarily objects (In this case is a player that moves by changing physics velocities) would immediately go back out of a collider. When I say stuck, I mean they just end up in the middle of a collider and stay still there, like it suddenly turned kinematic.. Objects shouldn't even be phasing through stuff in the first place in dots physics. How should I circumvent this, is this something to do with client prediction?
#Fast moving networked physics objects going through/getting stuck in walls.
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