08-12-2020, 10:42 AM
(This post was last modified: 08-12-2020, 10:42 AM by josemendez.)
Hi,
MeshColliders are very expensive and quite prone to tunneling, specially for dynamic objects. Consider using a primitive collider (a capsule) or a distance field:
http://obi.virtualmethodstudio.com/tutor...ields.html
As for jittering, check that the mass ratio between the burst and the hand particles is sane enough (below 1:10 is recommended in all physics engines).
MeshColliders are very expensive and quite prone to tunneling, specially for dynamic objects. Consider using a primitive collider (a capsule) or a distance field:
http://obi.virtualmethodstudio.com/tutor...ields.html
As for jittering, check that the mass ratio between the burst and the hand particles is sane enough (below 1:10 is recommended in all physics engines).