I’m getting phantom collisions with the puck in an air hockey game. There is nothing for them to collide with, but the physics engine settings or the collision settings are producing strange random collisions. Have been stuck on this for a week so would really appreciate if anyone has any ideas. Here is a video showing what is occurring and another demonstrating that there is nothing that the puck could be colliding with. Thank you so much for any help!
Could you show 3 things:
- the component hierarchy of the puck actor
- collision settings of the puck’s colliding element
- the simple collision shape used for this, whatever it is
- also, is it safe to assume no physical material is at play here?
- how is the surface done, how is the collision there?
Hi Everynone! Thank you! The component hierarchy of the puck actor is just the meshcomponent. It used to have a sphere collider child, but I got rid of it to simplify when I started having the problem. The only collider component added now is a sphere collider added to the paddle. But I hadn’t thought of the physical material. I’d spent a week messing with the settings on the puck and the table and even rebuilt the entire thing from scratch and messed with every setting I could find, but I hadn’t tried the physical material because it seemed so straightforward and simple. But it appears that might have been the culprit. And it looks like the offending setting was probably the density setting. I had it set too low because I wanted the puck to be light and fast. With it set at 1.0 now it seems to be working. Thank you so much! I really appreciate it. I will keep testing and make sure that really fixed it. Thank you!!!
Yes, it seems to be fixed. Thank you so much!