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Question by SomeGuy22 · May 09, 2013 at 08:20 PM · physicscolliderissuesinking

Rigidbodies "sinking" through surfaces?

So I have a spaceship set up with a rigidbody and physics objects that need to be inside the ship resting on parts of it. Instead, they sink into the floor, some falling completely through out of the ship.

After doing lots of research I've tried everything: Reducing the min penetration value does not help. Changing the mesh collider of the ship to convex is not possible because the mesh has more than 255 polygons. Changing the settings of all the rigidbodies with combinations of continuous dynamic and continuous do not help. Adding a box collider instead of a mesh collider does not help.

Enabling Kinematic on the ship's rigidbody makes things normal, but it needs to use physics because of the system I'm using.

Another strange thing is that the more rigidbodies I place on the ship the more every one of them sinks into it. I know this is a problem with the rigidbody on the ship, but is there a way to fix this? Thanks in advance!

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avatar image EmJay · May 09, 2013 at 11:00 PM 0
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Do you happen to have character controller and rigidbody with the same gameObject? Or is it just rigidbody with mesh collider?

avatar image SomeGuy22 · May 10, 2013 at 01:15 PM 0
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Just a rigidbody and mesh Collider but I've also layered other objects with box colliders as children of the ship.

avatar image SomeGuy22 · May 21, 2013 at 11:55 PM 0
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I figured out it was just the rigidbody affecting it but my ship needs to have a rigidbody...

avatar image meat5000 ♦ · Nov 08, 2013 at 03:27 AM 0
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You think that's weird ;)

http://answers.unity3d.com/questions/523983/physics-behaves-more-strangely-with-time.html

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Answer by ziadgapp · Mar 12, 2019 at 04:36 AM

If you're using Edge Collider, don't - use Box Collider instead, for some reason Edge Collider is really weak...

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