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Question by kurai · Feb 05, 2013 at 04:08 PM · collisionrigidbodybounce

Collision failing on fast moving object

Given this script, I used it on a cylinder moving across a field (it is suspended in the air, without gravity influence). Four static cubic colliders act as walls, defining a simple rectangular bound. The cylinder has a capsule collider and a physics material with bounciness 1. It has a small mass (0.1) and a little drag (0.01).

 using UnityEngine;
 using System.Collections;
 
 public class PlayerMovement : MonoBehaviour {
     private float x;
     private float z;
     public float speed=1200f;
 
     // Use this for initialization
     void Start () {
         
     }
     
     // Update is called once per frame
     void FixedUpdate () {
         x= Input.GetAxis("Horizontal")*speed*Time.deltaTime;
         z= Input.GetAxis("Vertical")*speed*Time.deltaTime;
         if (Mathf.Abs(rigidbody.velocity.x)<90&&Mathf.Abs(rigidbody.velocity.y)<90)
         {
             rigidbody.AddForce (x,0,z);
         }
     }
     
     void Update (){
         print(rigidbody.velocity);
     }
 }
 

Problem is, with speed set at 1200 (which is fast and reactive, considering the Time.deltaTime multiplayer), the collider often fails, making the cylinder pass through the wall. I tried to divide the fixed timestamp by half, with no result. The object is quite fast, but it's certainly not a bullet (it is meant to be controlled by the player), so these errors seem quite strange to me.

Is there anything else I can do to improve the collision detection? I tried to set the rigidbody parameter as Continuous Dynamic, with no results whatsoever.

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avatar image Professor Snake · Feb 05, 2013 at 04:25 PM 0
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Perhaps you could consider lowering the fixed timestep in Project Settings->Time a bit more, or making your object go slower in general.

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Answer by haroonalam · Feb 05, 2013 at 04:37 PM

Try making Rigidbody collision detection to Continuous, go to Edit->Project Settings->Physics, make penetration lower and solver count high. Hope it may help.

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avatar image kurai · Feb 06, 2013 at 10:11 AM 0
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I made pretty much everything and reached an almost satisfying solution. Then I tried to add another cylinder with a rigidbody to simulate a ball. Trainwreck. The ball almost always loses the collision detection. What's worse, it never recovers it. It just becomes non-collidable. A total mess :(

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