Character Falling Through Level - Discrete Collision Detection Issue?

I used the capsule collider and the other items Rick uses, but I felt like my character was falling too slowly. I gave him a gravity of 7.5 which felt better. Then I tested things by lifting the character into the air and then dropping him.

It looks like the higher gravity makes him fall through the level.

After doing some digging, it seems like changing Collision Detection on him from Discrete to Continuous is the solution (and it works), I’m just not sure if it will cause other issues.

Did anyone else have this problem? Is this how you solved it? I just don’t want to do it this way and find out later it’s a bad habit/practice.

Thanks!

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For anyone else going through this. Rick figures out this issue is occurring a few lessons later in the “Jumpy Jump” lesson and makes this exact change.

So if you want to take care of this in this lesson, it IS the prescribed method he uses later.

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