One object is the player and another is a wall, or rock. The problem is that both objects cannot collide with each other (i.e., the player goes through the wall).
ah works beautifully however when i collide them both together it seems to lag the game massively. Really amazing for the SetBox(Vector3::ONE) collision though. Any way to get around the lag?
Only use release builds for checking performance - the difference is usually large. In VS you can run as Debug -> Start without Debugging (shift+F5 default) to launch from VS without hooking - mostly no different than launching from the executable itself (mostly, still honors VS launch parameters).
The debugger has to patch things out in order for it to even work (alloc, grabbing stacks, etc) so once you hook you’ve got overhead just for that regardless of whether you’re running Debug/Release.
Although there’s a profiler in Urho3D it’s just a ballpark tool, you still want to use VS’ Debug -> Performance Profiler to find where things are slowing down, which is also only reliable in a Release build.
Also one thing to note is this. If your using your render model for the physics make sure its a simple model. If you use a model that has quite a few polygons then your game will lag bad due to the physics engine having to run calculations on your entire mesh. Most modern games use a very simple representation of the render model that is not rendered in the game “obviously”.