OnTriggerExit unstable at high timescale (?)

Hi all,

We’ve run into a problem recently with our vertical shooter: we’ve got these obstacle meshes generated on the fly at the top of the screen which are destroyed when they leave the screen by the OnTriggerExit of a bounding-box object which encloses the visible play-area.

This has worked fine in the past; but recently, especially with high a Time.TimeScale, we’ve noticed that our meshes are sometimes disappearing while on-screen, seemingly at random: OnTriggerExit is being called when the objects are clearly inside the bounding box!

Does anybody know why this might be occurring?

The obstacles have:

  • mesh collider with ‘trigger’ set
  • non-convex 0 volume deformed plane mesh
  • kinematic rigid body
  • moved by modifying transform.position

The bounding box is:

  • box collider with ‘trigger’ set, around 60 in size
  • no rigid body
  • doesn’t move

Try setting your colliders’ collision detection to Continuous. It takes more processing, but it should capture the triggers more accurately.