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how to make fast moving controller go all the way to linear points?(curvy8)
#7
(06-05-2023, 11:18 AM)_Aka_ Wrote: Hi
Because of the extremely high speed of your object, the distance travelled between two frames is quite high, and can lead to the controller going over a corner in the time between two frames. A solution is to make the controller update frequently enough. I did that by setting my controller's Update setting to Fixed Update, and setting a very high Physics simulation frame rate (Project settings -> Time -> Fixed timestep). A lower physics frame rate should be enough, but I set a very high one just to make my point very clear.
The above solves whatever issue that can come from the controller. But this is not enough, because part of the issue comes from the particle emitter itself. It does not refresh frequently enough (it is I believe tied to the rendering frame rate, not the physics simulation one). To show you this issue, here is the same simulation, the first one at normal speed, the send slowed down




Did this help?

I tried this and get the same result, messing with time scale isn't an option here as there are many other game related elements that use time scale. The particles emit while the controller is jumping corners which is shown as the trail so I don't think they are at fault here.

I think I am going to have to code this by hand without a controller.
www.hawkenking.com - interactive design & game development
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Messages In This Thread
RE: how to make fast moving controller go all the way to linear points?(curvy8) - by hawken - 06-06-2023, 06:38 AM

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