07-06-2020, 06:35 PM
(07-06-2020, 11:56 AM)josemendez Wrote: Sounds to me like tunneling, plain and simple. Try reducing Unity’s physics fixed timestep (found in the time manager).
If you’re unsure about what tunneling is, see:
https://youtu.be/ms0Z35GY6pk
Thank you for the quick reply,
I added kinematic rigidbodies to my character parts and set them to extrapolate. This seems to have resolved the issue. I'm no expert at any of this so I don't know if it is best practice or the most efficent way, however it seems to be working for me now.