The thing is, I want fast(!) Rigidbody(!) bullets (so, drag and gravity included) to come through Colliders in certain circumstances, and give me info of entry and outcome points, like collision.contacts OnCollisionEnter, to carefully place decals or something. Using just OnCollision is simple by disabling bullet Collider or IgnoreCollision for a millisecond, switch attempt stance, and rereflect velocity, but gets to unconsistent results, like displacement of contacts. It's easy to get income point by just raycasting ahead, but I can't get right outcome point even with Queries.hitBackfaces... but this is too expensive anyways. I'll try to combine these next time. But maybe I'm just reinventing the bicycle? Any suggestions?
P.S.: Still can't believe this function is not implemented by default...
↧