Hi,
The way we understand the TrajectoryObject move function it makes a single cast to check collision, but if the object moves really fast then it CAN pass through the target by missing the cast. The way Unity3D physics handles this is through continuous collision on the RigidBody, but the implementation here uses ray casting. Is this a known issue? am I wrong in my description of how trajectory collision works?
Thanks!
The way we understand the TrajectoryObject move function it makes a single cast to check collision, but if the object moves really fast then it CAN pass through the target by missing the cast. The way Unity3D physics handles this is through continuous collision on the RigidBody, but the implementation here uses ray casting. Is this a known issue? am I wrong in my description of how trajectory collision works?
Thanks!