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8/1/2025, 6:30:38 PM
>>533515214
>So... how are you doing collision detection?
This is not a permanent solution, but what I'm using for playtesting is putting a convex mesh collider on the other object. It works well enough, but I have seen other devs do this with just a regular rigidbody as well, so that will probably be a better solution when it comes to developing the movement system and pathfinding.
>So... how are you doing collision detection?
This is not a permanent solution, but what I'm using for playtesting is putting a convex mesh collider on the other object. It works well enough, but I have seen other devs do this with just a regular rigidbody as well, so that will probably be a better solution when it comes to developing the movement system and pathfinding.
8/1/2025, 6:30:38 PM
>>533515214
>So... how are you doing collision detection?
This is not a permanent solution, but what I'm using for playtesting is putting a convex mesh collider on the other object. It works well enough, but I have seen other devs do this with just a regular rigidbody as well, so that will probably be a better solution when it comes to developing the movement system and pathfinding.
>So... how are you doing collision detection?
This is not a permanent solution, but what I'm using for playtesting is putting a convex mesh collider on the other object. It works well enough, but I have seen other devs do this with just a regular rigidbody as well, so that will probably be a better solution when it comes to developing the movement system and pathfinding.
8/1/2025, 6:30:38 PM
>>533515214
>So... how are you doing collision detection?
This is not a permanent solution, but what I'm using for playtesting is putting a convex mesh collider on the other object. It works well enough, but I have seen other devs do this with just a regular rigidbody as well, so that will probably be a better solution when it comes to developing the movement system and pathfinding.
>So... how are you doing collision detection?
This is not a permanent solution, but what I'm using for playtesting is putting a convex mesh collider on the other object. It works well enough, but I have seen other devs do this with just a regular rigidbody as well, so that will probably be a better solution when it comes to developing the movement system and pathfinding.
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