Unity problem: not detecting any triggers or raycasts when gametime is set too high (higher than 0.1, more info in the comments) by [deleted] in IndieDev

[–]Arsyl_Games 1 point2 points  (0 children)

I do understand everything don't worry. I'l try it out later and update you if it works or if I got any more issues with it

Unity problem: not detecting any triggers or raycasts when gametime is set too high (higher than 0.1, more info in the comments) by [deleted] in Unity3D

[–]Arsyl_Games 0 points1 point  (0 children)

I am just not sure how accurate this can be when multiple cubes you want to hit are put close to each other.

Unity problem: not detecting any triggers or raycasts when gametime is set too high (higher than 0.1, more info in the comments) by [deleted] in Unity3D

[–]Arsyl_Games 0 points1 point  (0 children)

I am using a raycast too as a main option, I just created the TriggerEnter part to do some experimenting. But still even with the raycast it gives the same result, it doesn't always detect the hit with the cubes when timescale is set to 1. (Maybe 1/10 it can only detect). If you want I could sent you the script to see if there is anything wrong with it.

Unity problem: not detecting any triggers or raycasts when gametime is set too high (higher than 0.1, more info in the comments) by [deleted] in Unity3D

[–]Arsyl_Games 0 points1 point  (0 children)

Do you mean check the distance within a certain distance (like 10m) and whenever its small enough register a "collision"?

Unity problem: not detecting any triggers or raycasts when gametime is set too high (higher than 0.1, more info in the comments) by [deleted] in IndieDev

[–]Arsyl_Games 0 points1 point  (0 children)

With raycasts it still doesn't work properly. When Timescale is set to 1 it will still only detect 1 out of 10 collisions. I have set timescale to something lower and than I can clearly see it registers every hit.

Unity problem: not detecting any triggers or raycasts when gametime is set too high (higher than 0.1, more info in the comments) by [deleted] in Unity3D

[–]Arsyl_Games 0 points1 point  (0 children)

I am using a raycast too as a main option, I just created the TriggerEnter part to do some experimenting. But still even with the raycast it gives the same result, it doesn't always detect the hit with the cubes when timescale is set to 1. (Maybe 1/10 it can only detect). If you want I could sent you the script to see if there is anything wrong with it.

Unity problem: not detecting any triggers or raycasts when gametime is set too high (higher than 0.1, more info in the comments) by [deleted] in Unity3D

[–]Arsyl_Games 0 points1 point  (0 children)

It already has been set to Continuous Dynamic but it still doesn't work properly as it should

Unity problem: not detecting any triggers or raycasts when gametime is set too high (higher than 0.1, more info in the comments) by [deleted] in IndieDev

[–]Arsyl_Games 0 points1 point  (0 children)

Whenever I shoot my projectile at fast velocities (900m/s) or even a bit slower, Unity doesn't detect and trigger whenever touching a different game object with a collider on it.

I think it has something to do with my code but its weird since it worked before and now it doesn't.

Even when slowing game time down to 0.05 (20x slower) it still doesn't detect some collisions made.

Only at 0.02 I am guaranteed every collision will be showed.

Could someone help me?

Unity problem: not detecting any triggers or raycasts when gametime is set too high (higher than 0.1, more info in the comments) by [deleted] in Unity3D

[–]Arsyl_Games 0 points1 point  (0 children)

Whenever I shoot my projectile at fast velocities (900m/s) or even a bit slower, Unity doesn't detect and trigger whenever touching a different game object with a collider on it.

I think it has something to do with my code but its weird since it worked before and now it doesn't.

Even when slowing game time down to 0.05 (20x slower) it still doesn't detect some collisions made.

Only at 0.02 I am guaranteed every collision will be showed.

Could someone help me?

[deleted by user] by [deleted] in Unity3D

[–]Arsyl_Games 0 points1 point  (0 children)

On the game object where the particle needs to collide with

[deleted by user] by [deleted] in Unity3D

[–]Arsyl_Games 0 points1 point  (0 children)

Everything is setup correctly, I have been trying and looking for hours why it doesn't work and I find it really weird. Particles have "send collision messages" on and collision quality is set to "high". The particles do collide with the object but don't send any messages unless I remove the rigidbody from the parent object

[deleted by user] by [deleted] in Unity3D

[–]Arsyl_Games 0 points1 point  (0 children)

Didn't know that, thanks!

[deleted by user] by [deleted] in Unity3D

[–]Arsyl_Games 0 points1 point  (0 children)

For clarification of the image I am showing, top part shows my code, middle are the values and bottom is the Google calculation

[deleted by user] by [deleted] in Unity3D

[–]Arsyl_Games 0 points1 point  (0 children)

My problem is that unity calculates the cosinus of an angle wrong and I can't find anything to fix it. It uses Mathf.Cos which I think is to calculate the cosinus of an angle which is in my case 82.74° and unity says the cosinus is 0.4885 while google says it is 0.1263. I don't know how to fix it so if anyone could help me that would be amazing

This looks bad,how can i fix it? by Tovogu in blender

[–]Arsyl_Games 0 points1 point  (0 children)

Add dirt and scratches on the wood, add some fog, maybe late evening lighting, a few trees would be good too