moveWithCollisions - why does it stop so far away from another collision?

I move a sphere towards to another sphere and suddenly the sphere is stop from moving so far away from another scene. Why does it happen?
Playground here

Here is how it looks that stop:

It looks that I don’t understand how this system works here.
The same behaviour if I do this:

engine.runRenderLoop( () =>
{
	sphere_1.moveWithCollisions( new Vector3( 0, 0, 0.01 ) );
	scene.render();
} );
1 Like

Not sure, but this documentation might help.

Add : sphere_1.ellipsoid = new BABYLON.Vector3(0.28, 1.0, 0.28);

2 Likes

So it looks like all the creating objects have its own Ellipsoid in time of its creating? I’ve just created sphere_1 and it already has an Ellipsoid while I didn’t even add it, without even setting checkingCollisions to true!

So those Ellipsoids move every frame with every object? Is it good practice to disable those ellipsoids to stop it from moving if we don’t need them? Isn’t it some sort of overhead if we don’t need collisions? For static objects, for instance.

You can set an ellipsoid to null on fixed objects, but the animate object must have one, otherwise the animation no longer happens.
Ellipsoids do not create overhead, if no collision checking is done.

1 Like

Why does ellipsoid so important for animations? I’m just curious to know Babylon more deeply :smiley: