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Collision and collider bug


Go to solution Solved by Alienhead,

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Posted

One out of every five models I bring into Ultra does not register collision. I have a bounding box set on this model and I get NO collision in game. This happens like I said once every 4 to 6 six models I bring in.

The scale is 1,1,1 and the rotation is 0,0,0.

There is no explanation why this occurs. This has pretty much happened since day one of beta testing for me.

I have attached the model in hopes that one last time this can get some notice as it is Ultra-Annoying. 

Ty.

 

Dump1.zip

Posted

I tried creating a simple map with this model and collision worked as expect, both between a first-person controller and the object, and between a static and dynamic instance of the model. How can I make this error occur?

collisiontest.zip

My job is to make tools you love, with the features you want, and performance you can't live without.

Posted

If you are able to upload a simple map the demonstrates the problem I will be able to solve it.

My job is to make tools you love, with the features you want, and performance you can't live without.

Posted

I want to solve it and it is not a waste of time, but first I must be able to make the error occur.

My job is to make tools you love, with the features you want, and performance you can't live without.

Posted

Moving both the dumpster model and a school bus model into a new blank project and they both work. placing the same models into my current project and I get no collision. I have no test map that wont work to share. but my main project they have no collision. 

It could be a problem within my UAGC controller.. but I cant phantom where to begun looking. it uses the standard first person physics model.

 

Posted

Have you tried calling Camera:SetDebugPhysicsMode(true) to verify the model has a collider?

My job is to make tools you love, with the features you want, and performance you can't live without.

Posted

My controller does height picks to objects directly in front of the player, this data is used for the Parkour engine. I've noticed that if i turn down the pick checks to one pers 100ms, I get collision.  This is starting to seem like a controller bug on my end. But maybe not as I should be able to call a pick every sync without disturbing the physics collision system?

 

 

Posted

Wait...is this a custom controller system of your own, not the player physics?

The default frame time in Ultra is 16.666667 milliseconds, a lot shorter than 100.

My job is to make tools you love, with the features you want, and performance you can't live without.

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