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Question by haddock86 · Dec 04, 2021 at 08:15 PM · collision3dcollision detection

Simple 3D collision issue

I made this simple test collision scene: alt text

The capsule has a default rigid body and the 2 red cubes have a standard box collider.

The capsule has this script to move it with the keyboard:

 using UnityEngine;
 
 public class player : MonoBehaviour
 {
     void FixedUpdate()
     {
         transform.Translate(Vector3.forward * Input.GetAxis("Vertical") * 4 * Time.fixedDeltaTime);
     }
 }  

Collision between the capsule and the cubes happens, but the first one shakes, and finally is able to go through the cubes: alt text

The capsule has a default scale, and the two cubes have a distance of 0.6 between them, so the capsule shouldn't go through.

If I increase the capsule's collider radius from 0.5 to 0.7, it doesn't go through anymore, but it still shakes when contacting the cubes. I tried to change rigid body collision detection from Discrete to Continuous or Continuous Dynamic, but it didn't change anything.

2021-12-04-15-07-47-testcollision-samplescene-pc-m.png (53.0 kB)
2021-12-04-15-03-02-testcollision-samplescene-pc-m.png (72.9 kB)
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