Hacker News new | ask | show | jobs
by nightowl_games 1138 days ago
Good article. Not sure why the box cast would fix the "paddle goes through the box" thing though, unless they are doing the box cast at the rendering Hz and the physics Hz is significantly slower - which makes sense.

I made physics buttons in Unity and they worked well. Key is the colliders on the hands need some special sauce to make them be real proper physics objects that don't collide into things. The SteamVR demo for unity is a great starting point for this.

1 comments

Tunneling can easily happen in any physics setup if things are moving fast enough - and with giant pizza peel hands, the rotation alone was causing things to move too quickly. And in general I don't think it makes sense to use a physics simulation for UI elements like that. You want the behavior to be as reliable and deterministic as possible, and that's easy to achieve without a physics sim for simple interactions.