Alienhead Posted October 26 Share Posted October 26 One out of every five models I bring into Ultra does not register collision. I have a bounding box set on this model and I get NO collision in game. This happens like I said once every 4 to 6 six models I bring in. The scale is 1,1,1 and the rotation is 0,0,0. There is no explanation why this occurs. This has pretty much happened since day one of beta testing for me. I have attached the model in hopes that one last time this can get some notice as it is Ultra-Annoying. Ty. Dump1.zip Quote I'm only happy when I'm coding, I'm only coding when I'm happy. Link to comment Share on other sites More sharing options...
Josh Posted October 27 Share Posted October 27 I tried creating a simple map with this model and collision worked as expect, both between a first-person controller and the object, and between a static and dynamic instance of the model. How can I make this error occur? collisiontest.zip Quote My job is to make tools you love, with the features you want, and performance you can't live without. Link to comment Share on other sites More sharing options...
Alienhead Posted October 27 Author Share Posted October 27 I've noticed it seems to be a hit and miss thing, If at first I cannot get collision to work I restarted editor and collision worked. After a few hours of map editing and rerunning I noticed collision was not working again. A restart of the editor and it works again. Got me my friend. Quote I'm only happy when I'm coding, I'm only coding when I'm happy. Link to comment Share on other sites More sharing options...
Josh Posted October 27 Share Posted October 27 If you are able to upload a simple map the demonstrates the problem I will be able to solve it. Quote My job is to make tools you love, with the features you want, and performance you can't live without. Link to comment Share on other sites More sharing options...
Alienhead Posted October 28 Author Share Posted October 28 OKay I'll try to make a simple map where this happens. Keep in mind that this does not happen to every model, just a handful that i have discovered so far. One being the one I uploaded. If it remains to be such a low-rate isolated problem then perhaps Im just wasting your time?. 1 Quote I'm only happy when I'm coding, I'm only coding when I'm happy. Link to comment Share on other sites More sharing options...
Josh Posted October 28 Share Posted October 28 I want to solve it and it is not a waste of time, but first I must be able to make the error occur. Quote My job is to make tools you love, with the features you want, and performance you can't live without. Link to comment Share on other sites More sharing options...
Alienhead Posted October 28 Author Share Posted October 28 Moving both the dumpster model and a school bus model into a new blank project and they both work. placing the same models into my current project and I get no collision. I have no test map that wont work to share. but my main project they have no collision. It could be a problem within my UAGC controller.. but I cant phantom where to begun looking. it uses the standard first person physics model. Quote I'm only happy when I'm coding, I'm only coding when I'm happy. Link to comment Share on other sites More sharing options...
Alienhead Posted October 28 Author Share Posted October 28 1 Quote I'm only happy when I'm coding, I'm only coding when I'm happy. Link to comment Share on other sites More sharing options...
Josh Posted October 28 Share Posted October 28 Have you tried calling Camera:SetDebugPhysicsMode(true) to verify the model has a collider? Quote My job is to make tools you love, with the features you want, and performance you can't live without. Link to comment Share on other sites More sharing options...
Alienhead Posted October 28 Author Share Posted October 28 My controller does height picks to objects directly in front of the player, this data is used for the Parkour engine. I've noticed that if i turn down the pick checks to one pers 100ms, I get collision. This is starting to seem like a controller bug on my end. But maybe not as I should be able to call a pick every sync without disturbing the physics collision system? Quote I'm only happy when I'm coding, I'm only coding when I'm happy. Link to comment Share on other sites More sharing options...
Josh Posted October 28 Share Posted October 28 Wait...is this a custom controller system of your own, not the player physics? The default frame time in Ultra is 16.666667 milliseconds, a lot shorter than 100. Quote My job is to make tools you love, with the features you want, and performance you can't live without. Link to comment Share on other sites More sharing options...
Solution Alienhead Posted October 28 Author Solution Share Posted October 28 Yes this controller is built ground up.. I do believe we found the problem. It's timing.. Im fixing it now.. thanks for your help ! 1 Quote I'm only happy when I'm coding, I'm only coding when I'm happy. Link to comment Share on other sites More sharing options...
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