Generate Custom Mesh Collider dynamically + options for Rigid body

this.context.targetFrameRate = undefined; Should remove any limiters.

Currently on some devices we encounter lower framerates caused by the limiter, so if you expecet this to be running on low end devices with 60hz screen, my advice would be to set the target to 90.
**It won’t run faster then the refresh rate of the device. **

My Stats stay to 60 max :confused:

by user 224464722878005248

Your screen has what framerate?

144

by user 224464722878005248

(my second monitor)

by user 224464722878005248

Now I got some… rigibody issues xD (not errors but issues)

by user 224464722878005248

I don’t know why but when I desactivate gravity and run it, it goes like :

by user 224464722878005248

by user 224464722878005248

So, you can set the velocity, if the initial spawn gives the teeth the kick. But if it continously gets tihs drag, it is possibly colliding with something.

Will the model change? Are you trying to make a dynamic solution, or will it be only working with this single asset?

How to limit de movement to the strict minimum during collision ?

by user 224464722878005248

The model could change yep

by user 224464722878005248

Limit the velocity after collision ?

by user 224464722878005248

Hm, well you can do it from the code or you can change the behaviour with PhysicsMaterails.

Ok thanks !

by user 224464722878005248

How to make it trigger ?

by user 224464722878005248

https://engine.needle.tools/docs/scripting.html#physic-event-methods

Nop, I mean, don’t make it react to clission ?

by user 224464722878005248

Like rigidBody.isTrigger = true ?

by user 224464722878005248