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Question by Lightstream · Mar 07, 2019 at 10:00 AM · collisionphysicsrigidbodycolliderdynamic

Rigidbody randomly going through collider

Hi,

Everything is in the title. I've tried to find an answer on google but it's nearly impossible since all the questions are about high velocity rigidbody crossing colliders solved by a continous dynamic setting. Mine is quite different because the detection SHOULD BE here but it's just not. Here is a screenshot.


alt text


The red dot is my trajectory, and you can see my rigidbody is simply ignoring the collision. But you can also see that he is boucing correctly on the top of the screen. It happens once every twenty tries approximately, and i can't find a case to reproduct it.

All my colliders are convex mesh colliders :


alt text


Additionnal infos :

  • My rigidbody is continous dynamic

  • My colliders are on separated layers but they are interacting

  • Obviously it should collide because there is a red dot in the wall (it's not like it was a fixed update problem)

  • Rigidbody is stuck in Y and it can't be a Y position problem


If you have any idea, everything is welcomed ! Thanks in advance


unity-fce7wbrvmw.png (21.3 kB)
unity-wrkygsxmo6.png (46.2 kB)
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avatar image xxmariofer · Mar 07, 2019 at 10:57 AM 0
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share your code so we can take a look please. also make sure none of the colliders property Trigger is set to true.

avatar image Lightstream xxmariofer · Mar 07, 2019 at 11:47 AM 0
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It collides corerctly 95% of the time, it's not a trigger problem for sure. $$anonymous$$y code is simply an AddForce impulse to my object in the direction of my mouse and nothing else. The puck go straight to the wall, and get through it sometimes for no understandable reason : look at the red dots on the screen, it's like there is no collision at all. This makes me crazy since i can't reproduce it when i want it.

avatar image xxmariofer Lightstream · Mar 07, 2019 at 12:05 PM 0
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hello try going to project settings -> time -> and decrement the fixed time step fro example from 0,0167 to 0.00167 (Was my case) and tell me if it works now please.

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Answer by Lightstream · Mar 08, 2019 at 10:49 AM

In conclusion : snapped colliders are not bullet proof even in Continuous Dynamic mode

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avatar image xxmariofer · Mar 08, 2019 at 11:04 AM 0
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good to know for furure similar issues.

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