Originally Posted by: SifuPeter Originally Posted by: OnWatch Having same problem at greater heights (in my case 85000).
While using court floor 'walls' as described by SifuPeter works just fine on lower levels I run again into the fall-through-bottom problem higher up.
In the zaby Understanding stairs the method explicit describes the 64k bug. Maybe i should write it bigger, it would have saved you a fair bit of time i guess.
No that's ok. I was aware of a problem above 64K, as I recall having read about it in your zaby (though I cannot find the remark there anymore today). Just wasn't sure how severe it would be, and I wanted the height.
Experimenting a bit I found that some collides are impacted more severely than others but i cannot answer what makes the difference.
So I could build walls using rotated court floor around a platform at 85000 that do not behave much worse than many I've seen in places at lower levels. Other props drop you through the floor at first contact, f.i. a collidable bed on the platform seems to do that.
Same thing when I tried an internal wall (again, rotated court floor). Here it depends on whether you run into 'top' or 'bottom' side which determines which collission fails, that 'wall' or the floor. This seems consistent with your description of how these collidables work.
I normally set max fps to unlimited. Tuning that down improves the behavior but even when as low as 15 it is possible to breach the collision - and such a low fps has other disadvantages.
As a workaround I avoid collidables that high up as much as possible (which I can afford in this current project of mine) and have put a trigger box under the platform floor which transports the ava back up to the platform in case it falls through.
For me this works well enough now, but if I wouldn't need the height I definitely would stay below 64K.