Handling resource item physics in 'Survival City: Final Test' - Caution advised [In Progress]

Hey everyone,

I’m working on the resource system for my survival game ‘Survival City: Final Test’ and I’m having some trouble with the physics of collectable items. Has anyone dealt with this before?

Right now, when players pick up resources, they sometimes clip through walls or bounce around weirdly. It’s causing all sorts of issues, especially in tight spaces.

I’ve tried adjusting the collision detection and tweaking the item’s mass, but nothing seems to fix it completely. Any tips on how to make resource item physics more stable and realistic?

Also, if anyone has experience with optimizing performance for lots of physics objects, I’d love to hear your thoughts. The game starts to lag when there are too many items on screen.

Thanks in advance for any help or advice you can offer!

Physics in survival games can be a pain. Have you tried using a custom physics engine? That could give you more control over how items behave. For performance, maybe implement a system where items ‘sleep’ when not moving. That way they’re not constantly using resources. Just ideas though, I’m no expert.

I’ve run into similar physics issues in survival games. Tweaking the collision boxes and using simplified shapes for physics calculations can help. Also, consider pooling and deactivating off-screen objects to boost performance with lots of items.

Survival games can be tricky with physics. I had similar issues in a project once. Tweaking the rigidbody settings helped a bit. Maybe try adjusting the interpolation mode or collision detection method? Could smooth things out without tanking performance.

Unity’s built-in physics can be tricky. Have you looked into using OnCollisionEnter to handle item pickup instead? Might solve the clipping issues. For performance, LOD systems could help with all those physics objects.