Ball falling through floor time to time

Is it that ‘teleport physics’?

Hi everyone,

So I made a maze after a tutorial. The maze is controlled with the mouse. They added mouse clamp with -1/1 values to avoid ball falling through the floor. I did the same, but with these values the maze movement are very unnatural, you can’t even understand when it goes up/down, left or right. So I tried different values from -1/1 to -10/10 to get smoother movement. I stopped at -5/5, with these values I get the maze to move smoother BUT the ball falls through floor time to time. There aren’t specific places. What I noticed is that it falls when I move the mouse fast. How do I keep these values and avoid ball falling through floor?

I have enabled CCD for ball and even for maze, but this doesn’t work. Collision profile for maze, Block all/ Block all dynamic doesn’t work.
I also want to mention that I got tiny tiny white dots randomly appear of the maze, I guess it’s the collision.

I don’t get it. What exactly do you mean? If I don’t teleport physics when I move the maze and maze touches the ball, the ball is launched to the sky.

I -think- teleport physics is for large changes only.

In any event, if the maze and the ball have block all set, and you’re only moving the maze, it should just work…

I got it now, but it doesn’t work. I tried to change collision preset for the ball from “physics actor” to “block all” and problem persist. Maze collision is set to “block all”, but ball still falls time to time. I turned off teleport physics now, the ball is jumping when hit with the maze but still falling.

Looking at this again, I’d say your problem might be that you’re setting the rotation directly. Much better to do it using a rinterp, as this makes a comparatively gradual change.

Directly setting the rotation on tick like that from the mouse movement, could lead to enough sudden movement to push the ball through the maze mesh.

Using the interp would also probably give a much better feel, that you’re looking for.

The interp node needs two inputs, one has to be a real-time sample of the current rotation, the other needs to be a fixed target you’re aiming for.

Come back if you have any problems…

Sorry, sorry, having a bad morning.

Yes, they should both be physics actor.

But then just moving the maze should do the trick. Strange…

Yes it should work, but it doesn’t, and can’t wrap my head around it. Have no idea how do I approach this. Maybe I’m missing something simple, or may be not. I can’t figure this out.

Thank you very much, I’ll give it a try later if I’ll figure out how to make it :smiley:

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