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This question was closed Sep 21, 2015 at 12:53 PM by Dave-Carlile for the following reason:

Duplicate Question: http://answers.unity3d.com/questions/131465/inconsistent-collision-detection.html

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Question by Fonglet · Sep 21, 2015 at 09:54 AM · physicsrigidbodyforcefixedupdateframes

Simple colliding objects are updated a frame late.

Super weird but simple issue. When I drop a sphere onto a cube after applying a small amount of up force to it, it then passes through it for one frame before snapping back to where it should have stopped. How can I stop this from happening.

Steps to recreate. Using all default physics/component settings. Note, you may have to change the amount of up force. After reloading the project collision was working properly, but then changing the force bugged it again.

1) Create a cube for the ground

2) Create a sphere with a rigidbody component, place 1 or 2 meters above and attach this script.

3) Click play and go frame by frame.

 public class CharacterControllerLogic : MonoBehaviour {
 
     public Rigidbody rb;
     private bool fired = false;
     void Start () {
         rb = GetComponent<Rigidbody>();
     }
     
     void FixedUpdate () {
 
             if (!fired)
             {
                rb.AddForce(transform.up * 350);
             }
             fired = true;
     }
 }

Passes through the ground.

alt text

Snaps back to where it should be on the next frame

alt text

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