I have a situation like this:
Where each object is kinematic and has a trigger collisionobject to basically ‘see’ around it. There are 100 of these objects, would love to have way more. But just with these I get the “maximum number of collisions reached (64)” and “Trigger overlap capacity reached” messages.
I understand that, for a given frame, as the error says, messages will simply be lost (but with trigger contacts that enter an exit, do we lose BOTH of them or can enter be triggered but not exit?)
In any case, what is an acceptable number of maximum number of collisions and trigger overlap capacity? Even with 1024 I still get that message. Not until I raise it to 2048 I get rid of it.
But is 2048 way too large? (I guess it’s not, it’s just a big pool of collisions and triggers overlaps). If not, why is the default number apparently so low? What is a reasonable number?
These limits (and other, like sprite max count) puzzle me a bit, they seem very low by default! (just 128 sprites?). Would love to understand them, apart from Defold’s philosophy of allocating everything upfront.