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Question by josbys1 · Feb 17, 2017 at 11:59 PM · physicsparticlescollision detectionparticlesystem

Intersecting edge colliders cause particles to pass through one edge collider?

I'm working on a game where sand falls onto edge colliders. The particles are passing through edge colliders when this should not happen.

I created a simple example by creating two edge collider objects, which form an "X" by crossing, in a blank 2D project. I set up a particle system to release particles with a box shape - "Sprites-Default" material. I ticked collisions to be on and turned off bounciness. The collision is set to "2D" and I scaled down the max particle size along with radius scale to an appropriate size so it looks like small squares. If you allow the particles to fall onto the side of the X, they will pass right through one of the two edge colliders consistently. Sometimes they don't. It's very inconsistent no matter what I do, and I can't for the life of me tell understand why they will slide right through the intersecting edge colliders and not just stay trapped between the two.

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Answer by Serepa · Jun 15, 2017 at 03:15 AM

Hey. I had a very similar problem with some particles passing through right edge of the square "box" made from edge colliders. In my opinion it was very suspicious that particles pass only one particular VERTICAL edge and only when move in one particular direction (which is from the left of collider to its right, and what, in my opinion, makes it the same situation with yours), so I've sent a bug report and this is the answer from the Unity QA dude:

"Thanks for submitting a report!

However, I don't think this is a bug.

On one hand, in your Particle System Collision Module you have World Collision, which states in the manual: "This is an approximation, so some missed collisions might occur. You can reduce the Voxel Size value to help with this; however, doing so uses extra memory, and is less efficient." https://docs.unity3d.com/Manual/PartSysCollisionModule.html

On the other hand, Edge colliders can sometimes be inaccurate as well. You could try increasing their radius, or using box colliders for the same task."

So it's not a bug but the feature!

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