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Crushy
Crushy - - 2 comments @ High speed projectile fun

Exactly, we also use FixedUpdate to do the raycasts (mostly because we can, I don't think there's a reason you can't use the regular Update).

I would paste a code snippet but it's highly specialized as we have the Boomerang slowing down as we reach it's maximum distance and things like that. Maybe one day if we work on more conventional projectiles we'll have a neater version of this.

Now if you'll excuse me I'm going to figure out why the hell I'm still not getting notified on replies (sorry about that).

Good karma+1 vote
Crushy
Crushy - - 2 comments @ High speed projectile fun

Hey, sorry about the late reply (didn't get a notification).

We tried using the normal physics system and continuous collision but it still had flaws when moving really fast.

Docs.unity3d.com suggests it should at least work for static meshes but we still had instances where level geometry was being intersected around 1 out of 50 times, which might let you bypass puzzles.

AddForce also wasn't very useful for us as the boomerang didn't really obey the actual laws of physics in any way.

Good karma+1 vote