Open RandomAnimeGamer opened 7 years ago
Well in Xenko you can just use static collider component if you are not moving the entity. Unity collider shapes have a static collider component implicit into them basically. If you use static colliders and plan to move the entity I suggest going for a rigidbody with iskinematic flag turned on.
This might be helpful: http://doc.xenko.com/latest/manual/physics/index.html
Sorry for not leaving a comment before, anyways I think I'm going to use a kinesmatic rigidbody. Is there any reason why capsule colliders on rigidbodies always want to turn on their side when the object isn't kinesmatic on my machine? My machine is an i7-4500U with 8GB RAM and integrated graphics, yet it works on a machine with a 3rd gen i7 dual core and 8GB RAM with integrated graphics.
Whenever I use Unity, I always tend to detect collisions by adding a collider shape and checking collisions through that directly. When using Xenko, I can't seem to find out how to do that at all. Is there any simple way to have collision detection for non-rigidbody collider shapes?