Answer by christo1745
I think solution 1 is your best bet. You are correct in assuming that the sword is moving too fast and the physics engine is missing the collision. I would put a cylinder collider around your player...
View ArticleAnswer by syclamoth
I have been making a multiplayer brawler, and I go for a variant of solution 2. What I do is for every weapon, have a set of empty transforms which define a simplified 'edge' for the weapon, and then...
View ArticleAnswer by Owen-Reynolds
If all you're worried about for angle+distance is checking against every enemy, `Physics.OverlapSphere(transform.position, weaponRange, ~(1
View ArticleAnswer by Skyking
You could decrease the Fixed Timestep value under Project Settings -> Time. Although depending on the number of rigidbodies in the scene, this might make it laggy.
View ArticleAnswer by Komak57
Quick trick to collision compatability is to set the game at a fixed framerate of about 10fps. Animations are based per update on time passed since last. If you only check 10 frames a second, you need...
View ArticleAnswer by sniffle63
This is sorta old but i wanted to give an answer for future viewers, i had the same problem. Weapon was moving too fast for the collider to detect the swing. Made empty children on my weapon to hold...
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