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Question by vietoilaviet89 · Apr 25, 2018 at 04:22 AM · collisionphysicsridgidbodyinsidepassthrough

How to avoid a gameobject inside another while they're in collision?

Basically I create a cube (A) and another cube (B). Both of them have BoxCollider and Rigidbody. I also freeze the constraints of cube A and only rotation and Y-position contraints of cube B so they wont rotate around or go anywhere. No gravity or kinematic also. When I put the cube B in the center of cube A which is bigger, collision won't push cube B out of cube A. But if I just move B a little bit out of center but still inside cube A, It would be pushed out immidiately.

So what I want to is to make cube B pushed out of A in every case. Maybe by collison, setting up Physics or any tricks that would be OK. I have even tried setting Fixed Timesteps to .01 or use Contiuous Dynamic Collision or PhysicsManager changes but none of them help. The same problem happens when I move B from outside into the inside part of A. Anyone has solved this kind of problem, pleases? Thanks. alt text btw, I am using Unity 2018.1.

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