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Question by ChristinaE · Apr 26, 2018 at 07:20 PM · rigidbodycolliderscollision detection

Collision not detected between held object and sphere

So I have spent a few hours on this and could not find a solution...

What I am trying to do is pretty simple. The player picks up a golf club, and they should be able to strike a golfball with that club. It is mini-golf, to give you the idea of how much speed would need to be taken into effect.

I cannot find a way to get the user to hit the ball without the club clipping right through, unless the ball is hit very gently. The best way I can think of around this problem is to add extra force when detecting the collision (so that even at low speeds the golf ball will go a fair distance) , but I'm certain that there must be another way to do this since my VR professor had us look at ping-pong demo which has the same concept.

So, how can I do this?

(Also I am using VRTK Interactable Objects for the held object, if that makes any difference.)

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avatar image ChristinaE · Apr 27, 2018 at 12:08 AM 0
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Forgot to mention what I have tried. Tried continuous detection on both objects, that didn't work. Tried the script DontGoThroughThings, that didn't work either. Tried raycasting, that didn't work. I'm stumped.

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Answer by ZuhairGhias · Apr 27, 2018 at 07:17 AM

You probably want to use continuous collision detection rather than discrete on your rigidbody.

https://docs.unity3d.com/Manual/class-Rigidbody.html

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