I have some rigidbodies bouncing around and colliding with each other using standard Unity physics. However, in some cases (like if one rigidbody is moving fast enough), I would like for one rigidbody to destroy the rigidbody it collides with and then continue moving without bouncing, effectively ignoring the collision. The check for this case should only happen at the actual time of collision. I’m having some trouble figuring out how to do this efficiently.
I’ve tried putting the check in my OnCollisionEnter. If this check is true, then I Destroy the second rigidbody. I’ve also tried calling Physics.IgnoreCollision() at that point. However, in both cases, the first rigidbody still bounces (presumably because the physics collision happens before OnCollisionEnter is called).
Is there a way to make this work?
The only solution I’ve been able to come up with is by putting two colliders on each rigidbody - the current collider I already have, and then a second trigger collider just slightly larger than the first collider. Then, I could destroy the rigidbody OnTriggerEnter before the collision happens. But this all feels wrong and kinda hacky. It also seems like this would fail if the speed was fast enough.