Hi PlayCanvas enthusiasts,
Is it possible to use the built-in collision/trigger system without using rigidbodies?
Let’s say I have a plane which moves in a linear way (from left to right) and its altitude is controlled by player touch input. I also have floating obstacles which needs to be avoided. So what’s the correct way of doing collision detection here?
- 1 - Bad Solution: Dynamic rigidbody on the plane - using forces/torques doesn’t make sense for the required direct controls
- 2 - Bad Solution: Having a kinematic rigidbody on the plane - can’t use “teleport” every frame, because it makes the plane stutter. Teleport shouldn’t be used every frame
- 3 - OK’ish Solution: No rigidbodies at all - needs manual collision detection logic. Would be possible since I just need spherical collision, but still feels wrong not utilizing the built-in collision logic
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4 - Good Solution: Is there any?
Any hints appreciated!
Have a great day,
Rene