Physical/Movable object limit
I was having trouble getting more than 60 objects to be emitted in my game. After 60 had been emitted, any following objects would fall through the floor. I made a new scene to test this and found a new limit of 204 objects. I thought having the physics cost on low would allow for more objects. But the only way I could get 204 was with it set to medium. Both high cost and low cost would cause the limit to be reached much sooner. Not sure if this is a bug, or I am missing something important. Any clarification on this would be greatly appreciated.
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It's not a case of the number of movable objects; there's no limit to that as far as I'm aware. And through testing, if you have 204 or more movable objects that don't have a lot going on, they don't fall through anything.
But if you have a whole ton of physics going on at once (eg if they're flying around the place) it's harder for the engine to make those calculations, and so physics will start acting weird and collisions will start missing. Most physics engines have problems with more complex simulations that involve more objects, that's sort of expected. -
Still haven't figured this out. My project currently gets to just over 100 coins emitted, then the newly emitted coins begin to fall through the floor. My coin is just a simple cylinder and there is nothing going on other than a few falling coins. Entire project is practically empty. Not sure how to fix it.
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