02-11-2022, 08:11 AM
(This post was last modified: 02-11-2022, 08:29 AM by josemendez.)
Hi!
This is called tunneling and is an extremely common issue in games. We have a video on it:
https://www.youtube.com/watch?v=ms0Z35GY...MUXHdJMXKn
Small, moving objects are more prone to tunnel trough other objects. MeshColliders are in particular very prone to it when colliding against small particles, since they are hollow: the surface of a MeshCollider is infinitely thin and it has no volume. So once a particle passes trough its surface, it will stay inside.
The solution in this case is to use distance fields instead: they are both much faster and more robust than MeshColliders. See:
http://obi.virtualmethodstudio.com/manua...ields.html
kind regards,
This is called tunneling and is an extremely common issue in games. We have a video on it:
https://www.youtube.com/watch?v=ms0Z35GY...MUXHdJMXKn
Small, moving objects are more prone to tunnel trough other objects. MeshColliders are in particular very prone to it when colliding against small particles, since they are hollow: the surface of a MeshCollider is infinitely thin and it has no volume. So once a particle passes trough its surface, it will stay inside.
The solution in this case is to use distance fields instead: they are both much faster and more robust than MeshColliders. See:
http://obi.virtualmethodstudio.com/manua...ields.html
kind regards,