Uncaught RuntimeError: unreachable
at 0057ee2e:0x11eb73
at 0057ee2e:0x14b636
at 0057ee2e:0x145389
at 0057ee2e:0x1104bf
at AA.rbApplyImpulseAtPoint (rapier_wasm3d.js:4555:14)
at lA.applyImpulseAtPoint (rigid_body.ts:843:21)
at Object.current (Ecctrl.tsx:1058:11)
at render$1 (index-d98fd1c7.esm.js:1542:22)
at loop (index-d98fd1c7.esm.js:1571:19)
It is a race condition if jump / move + update Floor / platform physics too quickly.
I have a static floor, that updates frequently, but I do not need the character to apply forces to the floor.
In this case, ecctrl can safely remove all rayHits to the floor / platform.
Fixes the Rust crashing errors, still works as a character controller great, and general performance is also improved since bypassing much physics forces.
Downside is platforms / floors, IF dynamic, they would not get the cool: "trampoline bounce effect" like in ecctrl demo. However there is many apps that have fixed terrain / floors / platforms which rayHits become mostly bloat, so a prop disableExternalRayForces introduced so devs can configure how they prefer.
I was getting nasty errors like:
It is a race condition if jump / move + update Floor / platform physics too quickly.
I have a static floor, that updates frequently, but I do not need the character to apply forces to the floor. In this case, ecctrl can safely remove all rayHits to the floor / platform.
Fixes the Rust crashing errors, still works as a character controller great, and general performance is also improved since bypassing much physics forces.
Downside is platforms / floors, IF dynamic, they would not get the cool: "trampoline bounce effect" like in ecctrl demo. However there is many apps that have fixed terrain / floors / platforms which rayHits become mostly bloat, so a prop
disableExternalRayForces
introduced so devs can configure how they prefer.