nonnapasta
nonnapasta2w ago

Collision Detections on RealTime Objects Not Working

Hello, I have two game objects that need to collide so I can get reference to a rigidbody. I have one game object with a box collider, and the other has a rigidbody and a box collider. both of these objects get instantiated when a player joins the room and I can't get collision detection between these objects. They are both called using Realtime Instaniate and they both have realtime views & transforms. Thank you for any help!
3 Replies
kapa.ai
kapa.ai2w ago
Hi @nonnapasta. I'm kapa.ai, your friendly support bot. I will try to answer your question by searching through the knowledge base. :wave: ---------------------- Based on the information provided in the knowledge sources, I can offer some insights into your issue with collision detection between Realtime objects. First, it's important to note that when using RealtimeTransform with Rigidbodies, there are some specific behaviors and considerations: 1. RealtimeTransform works differently when a Rigidbody is present. It synchronizes the world position and rotation values, as well as all Rigidbody settings, because Unity's physics engine (PhysX) works entirely in world space RealtimeTransform docs. 2. When a Rigidbody RealtimeTransform collides with another Rigidbody RealtimeTransform, it will attempt to request ownership of the second object (if it has no owner). This is done to allow the same client to simulate both objects in the collision, preventing the appearance of delays during their interactions RealtimeTransform docs. 3. RealtimeTransform will automatically call RequestOwnership() when it collides with another object, as long as the other object has a Rigidbody and RealtimeTransform component on it, and it is not owned by anyone already Networked Physics docs. Given these points, here are some things you should check: 1. Ensure that both objects have RealtimeTransform components in addition to their Rigidbodies and Colliders. 2. Make sure that the RealtimeViews on these objects don't have an owner set. If a RealtimeView is owned by a specific client, it can prevent ownership transfer and thus collision detection. 3. Verify that the Rigidbodies are not marked as kinematic unless you specifically need them to be. 4. Check that the objects are not in a parent-child relationship, as RealtimeTransform with Rigidbody should not have parents Networked Physics docs. If you've checked all these points and are still having issues, you might want to implement some debug logging to ensure that ownership is being requested and transferred as expected during collisions. If the problem persists, it might be worth reaching out to the Normcore community on their Discord for more specific assistance, as mentioned in one of the support documents. ---------------------- Note: you can ask me a follow up question by @ mentioning me again :speech_balloon: ----------------------
kapa.ai
kapa.ai2w ago
<@346140392225374208> Kapa.ai is still learning and improving, please let me know how I did by reacting below.
nonnapasta
nonnapastaOP7d ago
SOLVED

Did you find this page helpful?