Timeline for OnCollisionEnter calls rapidly
Current License: CC BY-SA 4.0
9 events
when toggle format | what | by | license | comment | |
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Apr 23, 2019 at 11:51 | answer | added | AmonRa's Channel | timeline score: 0 | |
Apr 23, 2019 at 11:10 | vote | accept | AmonRa's Channel | ||
Apr 23, 2019 at 10:02 | answer | added | Shuvro Sarkar | timeline score: 0 | |
Apr 23, 2019 at 8:54 | comment | added | AmonRa's Channel | @JustinMarkwell i did it, but cubes falls very fast and not synchronized | |
Apr 23, 2019 at 8:53 | history | edited | AmonRa's Channel | CC BY-SA 4.0 |
Changed code
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Apr 22, 2019 at 16:34 | answer | added | DMGregory♦ | timeline score: 0 | |
Apr 22, 2019 at 16:16 | comment | added | Justin Markwell | you can add a timer to your check to make sure that you have x amount of time in-between changes so if it gets called again early it will wait until the timer is reset to be able to change again. | |
Apr 22, 2019 at 16:14 | comment | added | DMGregory♦ |
How do you move your player? If you're changing its transform.position or using transform.Translate , you can expect OnCollisionEnter to be called every frame, because the physics engine is forced to treat the object like it's teleported and re-process all collisions from scratch.
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Apr 22, 2019 at 15:21 | history | asked | AmonRa's Channel | CC BY-SA 4.0 |