#Fast moving networked physics objects going through/getting stuck in walls.

1 messages · Page 1 of 1 (latest)

finite saddle
#

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?

#

I had a few cases when an object wasn't even moving that fast just suddenly phased (teleported) through a 1000 meter wide collider (was a bit desperate)

foggy matrix
#

fast moving objects are a general problem for physics when the feature isn't implemented. and dots physics doesn't have that.
no idea what's the reason for the 2nd case

#

2nd case probably moved inside the collider too 🤷‍♂️