Final Dev Letter & FAQ
2025-01-29
Explore a vast open world, rendered with the award-winning Apex engine, featuring a full day/night cycle with unpredictable weather, complex AI behavior, simulated ballistics, highly realistic acoustics, and a dynamic 1980’s soundtrack.
Experience an explosive game of cat and mouse set in a huge open world. In this reimagining of 1980’s Sweden, hostile machines have invaded the serene countryside, and you need to fight back while unravelling the mystery of what is really going on. By utilizing battle tested guerilla tactics, you’ll be able to lure, cripple, or destroy enemies in intense, creative sandbox skirmishes.
Go it alone, or team-up with up to three of your friends in seamless co-op multiplayer. Collaborate and combine your unique skills to take down enemies, support downed friends by reviving them, and share the loot after an enemy is defeated.
All enemies are persistently simulated in the world, and roam the landscape with intent and purpose. When you manage to destroy a specific enemy component, be it armor, weapons or sensory equipment, the damage is permanent. Enemies will bear those scars until you face them again, whether that is minutes, hours, or weeks later.
If you need the child to have its own physics (like a detachable part), keep both Rigidbodies but connect them with a Fixed Joint . 2. Static Collider Performance Optimization
If you move a parent using transform.position or transform.Translate , you are teleporting the object every frame. This can cause the physics engine to "lag" behind the visual transform, making colliders appear stuck or pass through objects. collider not moving with the object - Unity Discussions
If both the parent and child have a Rigidbody, they act as . While they may look connected in the editor's Transform hierarchy, the physics engine treats them as two separate objects that do not automatically move together.
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