Ever wondered why your kinematic rigidbody isn't detecting collisions with static walls or floors in Unity? By default, Unity skips collision detection between kinematic rigidbodies and static colliders for performance optimization. But if you need this functionality for custom character controllers, moving platforms, or kinematic projectiles, there's a simple fix: enable "Enable Kinematic Static Pairs" in your Project Settings under Physics (or Physics 2D). This project-wide setting unlocks collision events (OnCollisionEnter, OnCollisionStay, OnCollisionExit) between kinematic objects and static geometry, perfect for wall detection, environment interaction, and precise movement systems. I've documented practical examples and performance considerations here: https://lnkd.in/g8sbgYes Credit to Binary Impact GmbH for creating these thoughtful and well-designed trading cards. #UnityTips #Unity #GameDev #Physics #UnityPhysics #GameProgramming
Fix Kinematic Rigidbody Collision Detection in Unity
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Ever wondered why your kinematic rigidbody isn't detecting collisions with static walls or floors in Unity? By default, Unity skips collision detection between kinematic rigidbodies and static colliders for performance optimization. But if you need this functionality for custom character controllers, moving platforms, or kinematic projectiles, there's a simple fix: enable "Enable Kinematic Static Pairs" in your Project Settings under Physics (or Physics 2D). This project-wide setting unlocks collision events (OnCollisionEnter, OnCollisionStay, OnCollisionExit) between kinematic objects and static geometry, perfect for wall detection, environment interaction, and precise movement systems. I've documented practical examples and performance considerations here: https://lnkd.in/g8sbgYes Credit to Binary Impact GmbH for creating these thoughtful and well-designed trading cards. #UnityTips #Unity #GameDev #Physics #UnityPhysics #GameProgramming
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Here’s a little snapshot of what’s coming in the new release of COMSOL Multiphysics, just like my World Series homerun dream post both made with Sora 2 while animation from the real simulation is shared: https://lnkd.in/gcqvz2Di Explicit dynamics is used for fast events with strong contact or large deformation, typically in the microsecond to millisecond range. The solver advances motion using direct time integration, so each step is inexpensive and avoids solving a global stiffness matrix. This makes it suitable for impacts, crashes, blasts, and high speed contact problems. Its main limitation is the very small stable time step, which can make long simulations expensive.
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Another look at Fluid Frenzy, shared by its creator! 🌊 This time, a compact showcase highlighting the fluid simulation, terrain interaction, and erosion systems in action, as another example of what the asset can do inside Unity. See more: https://lnkd.in/dNEFCCB4 #unity3d #gamedev #indiedev #simulation
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This visualization is created by the artist Mizra Beig with Unity3D. It is a flat tessellated plane rendered by the GPU, forming a grid of vertices. Each point calculates in parallel the gravitational force of massive objects (such as planets), deforming the grid to model the curvature of spacetime in 3D. Shaders manage the dynamic layers and propagation. The artist plans to add more effects like frame dragging. #Unity3D #ProceduralShading
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"Transform Vector" and "Transform Position" both have a source and a destination option, where we can choose between several coordinate spaces. When working with 3D graphics, shaders, and simulations, coordinate spaces define where things live, how they are oriented, and how they transform between different stages of the rendering or physics pipeline. Watch the full Transform nodes video: https://lnkd.in/dCVxr5Vf Read the blog post about the CGI coordinate spaces: https://lnkd.in/dTEC-RG4
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This short simulation explores how water can grow along a spline and naturally evolve into a structured shape — inspired by RealFlow-style fluid behavior and rendered with a clean studio look. The focus was on: • Physically believable motion • Smooth fluid continuity • Minimal, distraction-free presentation Always fascinated by how small details in simulation can bring life to a simple idea. Course title _ Simulation and modeling semester Final project #DaffodilinternationalUniversity #3D #FluidSimulation #RealFlow #3dsMax #CGI #VFX #Simulation #MotionDesign #DigitalArt #TechnicalArt #Procedural #VisualEffects #CGArtist #Rendering
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Did you know you can simulate cloth and rope in Unity in around 300 lines of code? Tomaso shared a short breakdown comparing custom physics simulations with using standard rigidbodies and joints for more practical workflows. See more: https://lnkd.in/dSH_gQMd #Unity3d #gamedev #indiedev
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My third post on this project is highlighting more of the 3D elements of this project. This short breakdown contains the main aspects of the hob model and the final design, the final pyro simuation I used for the render and a turntable of the full dummy geo model with textures. I throughly enjoyed working on this project with my attention focused more towards modelling the dummy geo and texturing the assets and the pyro simulation.
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