TrueSync - Collisions ignored using tsRigidbody.MovePosition ()

Hi! I can be as much explicit as the title :smile:

I don't know why, but it seems that when I use MovePosition () to move my player around it doesn't take in account collisions.
But when I'm setting it's velocity directly it collides as expected.

Comments

  • Hi @KIKS007,

    It is a known behaviour from the physics engine we use, when you call MovePosition it is like your rigid body was teleported to another position, so it didn't collide with something in between.
  • So, is it some kind of bug ?
    Or is it designed for that purpose ?

    How can I get the same behaviour as this :

    rigidbody.MovePosition(transform.position + movement * Time.deltaTime);

    When I use your method, TSRigibody.MovePosition (rigidbody.position + movement * TrueSyncManager.DeltaTime); it doesn't react the same way, which seems normal if the rigidbody is teleported.

    Thank you.
  • Hello @KIKS007, it was designated that way, to trigger colliders you could use velocity as you mentioned above.
  • Ok, I don't really see the use of this method then.
    But thank you really much for your answers.