Unity Collision Cheat-Sheet - Discrete vs Continuous
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- Опубликовано: 19 июн 2024
- Each collision mode offers a unique collision mechanic. Knowing which one to use is key for solid gameplay and performance.
Discrete is the most performant option and should be used whenever possible. Calculations collisions each fixed step.
Continuous uses a sweeping algorithm to guarantee collisions from a linear motion, but is quite a bit more expensive than discrete and only hits static colliders (no RB).
Continuous dynamic is the same as continuous, but hits dynamic colliders (and is more expensive).
Continuous speculative creates a bounding box around itself and its next projected frame position according to its current linear and angular motion. Anything caught within will collide.
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0:00 Discrete
0:40 Continuous
1:05 Continuous Dynamic
1:25 Continuous Speculative
A fun trick I like to use in some instances is stretch the projectile's collider according to its velocity. This way it still detects collisions at high speeds on discrete mode! :)
Oh wow, that's an awesome little trick!
sick
I know a thing or two about stretchy projectiles
@@joscpe Is this a dick joke?
Scale a collider is costly iirc. Maybe the cost is higher than the benefit.
Never pressed a notification so fast! Welcome back, Taro!!
Never pressed the like Button on a coment so fast ! Xd Hi IHGD
Awww, thanks Nicky
Nice! I have wondered about this for a while. There are so many Unity options that have no explanation tips, you could make a dozen videos like this easily, and I'd watch every one of them. By the way, you are mentioned in the Credits section of the game I am making, for all your great tutorials. Thanks!
I'd love to play it when you're done. Come to discord and drop it in when you're ready :)
Straight to the point, impressive and easy-to-understand visuals, concise - overall a brilliant video! This deserves to be shared EVERYWHERE.
Further to another comment - this video gives clarity, with clear, easy to understand visuals and example use cases and concise. Great.
This is awesome! Daniel Irving had a good idea; putting you in the credits section of my upcoming game. Thanks a ton for what you do!
I would be honoured to be in there ❤️ as I said to him, be sure to drop your game in discord so I can check it out.
Broooo !!! this here was helpfull. I didn't even know what was going on with my objects going through walls. This was too helpful
Glad it helped you my man
Here! That's some high quality content in here! Was missing you, good job!
Thanks for waiting 🙏
This... I have wall boundaries in my project, it's rare but sometimes when something moves too quickly they go through the wall. YT recommending this was so timely.
Short and to the point! Very informative. Thanks
Thanks. I never took the time to ask myself what different modes did. super helpful and straight to the point :)
So good to have another of your videos :)! I missed you already :D
Oh, cool, I had wondered about this recently. Good explanation and I love your visuals =)
Great execution on the short but informative cheatsheet video!
One of the best breakdowns of the collision types I've ever seen. Fantastic work as usual (and another great reminder why I've stayed subscribed to this gem of a channel)!
Great explanation! Lots of useful information, delivered in under 3 minutes. Bravo!
Missed you! glad to watch another amazing video from you.
Short and sweet. Love it!
This is great, I'd love to see more dives into what the settings of components actually do
Great timing, my current unity project sometimes has collision issues, and I expect it's related to discrete collisions. Thanks for the video
Best explanation I've seen by far. Keep up the good work!
Beautiful presentation! It was so informative and concise.
Thanks Taro I'm beginner and always used continuous collision before. This video changed my mind. 😀🙌🏻
Woah, great video mate!
You are a f@@ legend! You explain everything very well and keep it small and simple. Keep the good work man!
Awesome! We're still waiting for quaternions though, please don't leave us hanging 🙏
The quest for quaternions has envelopes tarodev so utterly completely, he may never be the same again.
Very VERY soon my friend
Concept explanation and video quality 13/10! Would watch again!
That's a high rating my man
This channel is piece of gem! Fast, simple, but explain enough to understand by almost everyone! I just love it.
Had me worried reading "a piece of...".
Glad you like it 😀😀
Great video, as always!
Just brilliant, and so helpful. I would recommend these anyday to my junior devs who can learn from you just like once I did, and I keep learning from you everyday since
Aww
The legend returned. Glad to see you back with such a qualitative content🔥
Nice breakdown!
That was such an excellent visual! So incredibly helpful1
Tarogoat with another banger upload ngl🐐
🐐
Great as always!!!
Thank you, this is great info provided quickly
Very clear, thanks.
Thank for the knowledge mate
nice short video for beginners
also you can make about collisions. When does happen ontriggerenter/oncollisionenter, what difference and etc
Yay another tarodev video!
Kept you waiting ;)
it worked! thank you so much!!
Things I didn't know I didn't know. Thank you!
Woah, now this bite size info will go a looooong way for me. ❤️
thanks, it actually let me through so i could download it.
Your tutorials definitely underrated
Appreciate it kamal 🙏
Amazing visuals!!!!
awesome explanation, thank you
Huh, that's pretty handy ! Thanks ! :)
That's some good knowledge, thanks.
Great video!!!
yes please make videos like this we love it thank you
Thank you for the explanation.
Great explanation
ITS REALLY WORKED LOL THANK YOU DUDE
Thanks for the video
awesome explanation. thank you =)
Finely the best describe of this options
Now this is what we call "Back with a Bang"
Missed your videos...
Very good, thanks
Thank you for this
Very helpful, thanks.
these videos are so great.
After 10 years, i understand it :)
That Byeeeeeee was fun..😂
Just awesome!
Succinct and to the point. I like it
Watched a few of your vids this weekend, and really wish I discovered your channel a few years back. Very interesting, your awesome ;-) Also good to hear a familiar accent on youtube
I wasn't here a few years back 😂
Fair enough. Still, excellent channel. Im planning on making a few changes to how I code thanks to you ;-)@@Tarodev
@@randomragtags Glad I could help buddy. Good luck on your journeys!
welcome back 🙂🙂
thanks for the info.
Very helpful video! Thank you!
I can see myself coming back to this video when I'm doing collisions in my games.
That was the exact thought I had in mind when making this video 😉
THANKS!
It is very well explained. Very useful cheat sheet, thanks. (The video support helps me understand better than just pictures and text.)
Otherwise, I wonder, for the thumbnail image of this video, what type of font you are currently using? I love this typography.
It's called 'You Blockhead'. It's the same font supercell uses. You can buy a license pretty cheap.
More like this plz ! Thx
Wow thanks your the best!
Great video
I had a tunneling issue with a parabolic projectile tunneling through the ground. I just decided to increase the size of its collider.
great video
He's back!
Never left baby
... maybe a little
This is the best free software Ive seen. Respect.
I love the tips!
Yeah you do 😉
@@Tarodev 😉
Nice quick explanation!
_But where's the promised Quaternion video Taro, hmm?_
Oh yeah... that. Just around the corner
king has returned
Thanks for waiting on me 🙏
verry good and verry informativ
what an extraordinary explanation!
Thanks stranger
@@Tarodev 😨😭😭😭😭😭😭
Super useful.
best as ever
For the problem of ghost collisions with rotaion in speculative mode one solution that I can think of is to lag the collider of the rotating object based on its speed, so that when it ghost collides the actual mesh would be leading the collider.
thanks!
GOD!!!My broo
ty
that is a great video
Glad you like it
Nice but I want to see more on the new multiplayer services :)
Coming soon :D
Wizard is back
🧙♂️
Great video!
The tradeoffs with traditional Rigidbody collisions are why I almost always opt to write my own collision detection and resolution using a Kinematic Ridigbody.
I use Physics.OverlapBox as the collider. This never misses (at least until now). I don't know about its performance, but I only make mobile games and never had an issue
Great vid, seams really helpful but dude... what happened to the quaternion vid? xD
Oh mate, any day now
Thanks!
Idk why, but this info is hard to find
Sounds like the perfect reason to make a video 😊
@@Tarodev definitely! Hope it does well
nice