Mesh emitters reach max collisions instantly
All mesh emitters I have from marketplace assets/demo samples reach max collisios instantly, if they have collision types set to worldstatic. Making e.g. bullet emitters hower still on air. Issue can be avoided by changeing the collision type e.g. to worldDynamic but then the mesh wont collide with ground.
asked Nov 21 '15 at 07:31 PM in Bug Reports
Hi SaOK -
Not seeing or knowing which Mesh Emitter you are talking about specifically it sounds like you want to add another element to your Collision Modules Collision Types. By reaching Max Collisions instantly do you mean that the collisions start to not happen and the meshes go through the ground? If so, I would also look at two other options in the Collision Module, under Performance, Uncheck Drop Detail and change the Max Collision Distance to a larger number than 1000 units. Realize that both of these options will affect performance and could cause issues with FPS in your actual game.
Thank You -
answered Nov 23 '15 at 05:07 PM
Lovecraft_K ♦♦ STAFF
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