I’m having a curious little bug in my block breaker game. When the ball collides with any other collider, it tends to “dip” into the object a bit (as shown in the video). I THINK this has something to do with frame rate (i.e the ball is moving at a fast enough rate that the collision event happens when the ball has already “passed” the collider). This isnt usually too much of a problem, unless it hits a corner of an unbreakable block, which leads to a very odd bounce off.
Hi Chance,
Welcome to our community!
Unity’s physics simulation is very performant at the expense of the precision.
If you are fine with an negative impact on the performance, you could try to set the Collision Detection Mode of your ball’s Rigidbody2D component to “Continuous”. And in the Physics2D Settings, you could slightly increase a few values. In a little game like this, you probably won’t notice any difference regarding the performance.
Awesome, thank you.
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