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Rigidbody projectile gets stuck in two-sided Procedural mesh / mesh collider
So I have a procedural mesh that's working well, and gets updated each frame. I've added a meshcollider to it, which works except for the following problem: When I first added the meshcollider to my procedural mesh, I found that rigidbodies would only collide with it on one side.
To fix this, I copied the vertices from the mesh and wound them in the opposite direction to create a double sided mesh for the collider. This worked, mostly.
However: If the angle of impact/incidence of a RigidBody upon the collider is less than ~30 degrees, it now gets stuck in between the two triangle facings and bounces back and fourth roughly once per fixed update, slowly sliding away from the impact point until it reaches the edge of the triangle, at which point it escapes.
Edit: The impacting rigidbodies have a mass of 1; they also are set to continuous dynamic collision detection; interpolation/extrapolation is off; and physics settings in Unity are set to default.
Any ideas?
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