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How do I stop incorrect collision detections?
I'm new to unity and making a sort of downhill racer but with spheres, and I've been trying implement a very basic "slipstream effect." I have a box collider behind every sphere, set as a trigger, and if another sphere triggers it it'll set it's drag to 0 (its 0.03 normally).
I have this issue where on certain parts of the track the game decides that a sphere has triggered the other box collider, as shown in the image attached. I've checked with some debug.logs and confirmed that the white sphere was somehow triggering the collider on the red sphere. I have no idea how this is possible and don't have any ideas on how to fix this. Anyone have this happen to them before?
Answer by GamerLordMat · Aug 14, 2021 at 09:47 AM
Areyou you using dynamic speculative on the sphere and moving objects? otherwise objects with fast movement can behave weirdly
I'm using discrete on all rigidbodies. I've tried the other detection types and I get pretty much the same results.