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Question by Bunnybomb7670 · Aug 30, 2014 at 12:46 PM · 2dcollisioncolliderbox collider

Physics2D, Box Collider physics inaccuracy?

I am currently working on a game project and I have ran into issues with Physics2D, I am trying to have items in my game, these 2D items have 2D rigidbodies attached to them and 2D box colliders attached to them.

The issue I am running into is to do with gaps what are appearing between two objects.

I tried to illustrate the issue below

alt text

Is there a way to solve this issue? I have found similar threads with this issue, however i have never found a true solution to the problem.

You will notice, the bottom cans collide ( almost perfectly ) with the floor, however they intersect collisions with each other incorrectly. I had to make the box collider sizes SMALLER than the actual objects because this happens :

alt text

It seems like scale has an effect on why this happens, but is there a way that I can fix this? I can see that scale has at least some impact because the shelf collides better, which is at a larger scale than the cans.

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avatar image Pyrian · Aug 30, 2014 at 04:02 PM 0
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I don't think you can "fix" it per se. You just need to choose a scale where they're not noticeable.

avatar image Bunnybomb7670 · Aug 30, 2014 at 06:23 PM 0
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thats kinda annoying though, 3D physics work fine at this scale, im pretty sure, I dont get why 2D does not.

avatar image Pyrian · Aug 31, 2014 at 03:17 AM 0
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Just out of curiosity, how big ARE those gaps, anyway? In Unity units.

avatar image Bunnybomb7670 · Aug 31, 2014 at 04:55 PM 0
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Those gaps were about 0.01 in size roughly.

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Answer by kacyesp · Aug 31, 2014 at 06:01 PM

I answered a similar question yesterday and the solution I found was to use edge colliders instead of box colliders.

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