Fast moving object collision detection problem...?

I have a physics sensor on screen and want to get physics collisions for the object when moving it around. Now I noticed the “began” phase for collisions are skipped when the object is moved around very quick. I already tried to use isBullet here but it doesn’t seem to have an effect on this.

Is there a way to get all physics collisions for the sensor, even when it is moved around fast on screen?

I need the following: The sensor (a circle object) should detect walls (rectangles) and when the sensor is moved through a wall it should “detect” when he left the wall. But fast sensor movement always let him move through walls without even detecting there was a wall.

How can I achieve the wall detection then? I can’t use non-physics detection because some of the walls are rotated.

Thx for your help!

You could use a bigger sensor or have a number of sensors all together, increasing in size. You would have to have some logic to tell you what you want to do when a particular sensor hits a wall but a smaller sensor doesn’t - and, of course, don’t count larger collisions when smaller sensors collide.

The more obvious option is to increase the rate at which physics calculations are performed, though there is a processor penalty for this. I found it useful when I was moving a platform around which needed stacks of objects on top of it to move without going crazy.

https://docs.coronalabs.com/daily/api/library/physics/setVelocityIterations.html

https://docs.coronalabs.com/daily/api/library/physics/setPositionIterations.html

Thx for the fast info on this!

You could use a bigger sensor or have a number of sensors all together, increasing in size. You would have to have some logic to tell you what you want to do when a particular sensor hits a wall but a smaller sensor doesn’t - and, of course, don’t count larger collisions when smaller sensors collide.

The more obvious option is to increase the rate at which physics calculations are performed, though there is a processor penalty for this. I found it useful when I was moving a platform around which needed stacks of objects on top of it to move without going crazy.

https://docs.coronalabs.com/daily/api/library/physics/setVelocityIterations.html

https://docs.coronalabs.com/daily/api/library/physics/setPositionIterations.html

Thx for the fast info on this!