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Question by caHek · Jun 27, 2013 at 06:15 PM · physicsraycastcollider

How to prevent a sphere from jumping?

Hello community! I'm making a game with the sphere with attached rigidbody rolling over a curved surface. When it's velocity gets $$anonymous$$gh enough, sphere starts jumping on the surface's curves. But i want it to go over curves smoothly, repeating geometry of the surface. I've tried to raycast down to surface and alter the sphere position based on raycast $$anonymous$$t. But t$$anonymous$$s leads to sphere always having non-zero velocity. I suppose it's because of the gravity pulling sphere down or the surface's mesh collider pus$$anonymous$$ng the sphere out of it. It appears impossible to calculate exact position for a sphere with just a raycast. Since there's a game logic relaying on the speed of the sphere, a game becomes broken with raycast solution. Is there any way to stick a moving object to a surface or to correct my calculations?

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avatar image Benproductions1 · Jun 29, 2013 at 03:25 AM 1
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Inaccuracies in real time physics engines can't be helped. Use other methods instead (Like character controller)

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