RayCast Collision Still Detects Standing Position After Lying Down Animation

After many attempts, I reached this conclusion.

**:small_blue_diamond: Optimal Collision Detection Method for a Shooter Game

After extensive testing and analysis, I have found an efficient and optimized way to handle collision detection in a shooter game.

:white_check_mark: Final Conclusion: The Best Collision Detection Approach

:one: Use TCastleScene for Each Player Bone :white_check_mark:

  • Every bone should have its own scene without a collider (MeshCollider) or RigidBody.
  • This ensures that every part of the player’s body can be targeted accurately.

:two: Use RayCast Instead of Traditional Physics Colliders :white_check_mark:

  • RayCast can detect collisions accurately without updating the mesh collider.
  • When a bullet is fired, a RayCast is sent from the bullet to check for collisions with the player’s bones.
  • This method ensures real-time, accurate hit detection, even when the player is crouching, prone, or moving dynamically.

:three: Avoid Using MeshCollider or RigidBody for the Main Player :white_check_mark:

  • MeshCollider is very CPU-intensive because it requires continuous updates during animations.
  • RigidBody and Physics Colliders should only be used for static objects like buildings, walls, and roads.

:four: Use Physics RayCast Only for Static Objects :white_check_mark:

  • When detecting collisions with the environment, buildings, terrain, Physics RayCast is useful.
  • For moving players, use traditional RayCast instead to ensure real-time accuracy.

:dart: Key Advantages of This Method:

:heavy_check_mark: Reduces CPU Load → No need to constantly update Mesh Colliders.
:heavy_check_mark: Increases Collision Accuracy → Every body part can be hit precisely.
:heavy_check_mark: Avoids Issues with Player Animation (Crouching, Prone, etc.).
:heavy_check_mark: Easier to Implement Bullet Penetration & Damage Calculation.


:bulb: Final Takeaway:

:white_check_mark: Use RayCast with bone-based scenes (without physical colliders) for player hit detection, and use Physics RayCast only for static objects like buildings and terrain.

:rocket: This method provides the best performance and accuracy for modern shooter games!