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Question by CubePhysics · Jul 05, 2015 at 09:51 PM · 2dcollisionphysicsrigidbodytransform

Is there a solution to when colliders bypass?

My game is heavily based on physics and so i have run in to the problem of colliders going through each other e.g I have a dragrigidbody script from the asset store and when i drag a rigidbody through a different collider or rigidbody it goes straight through (it does spazz out but only a tiny bit). Im getting the idea that objects that are moving with a strong force will go through another collider. Is there anyway to resolve this issue?

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Answer by CubePhysics · Jul 06, 2015 at 05:07 PM

I figured it out myself. I turned collision detection to continuous instead of discrete in the rigidbody2D component

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Answer by TruffelsAndOranges · Jul 05, 2015 at 10:06 PM

You're probably using too small rigidbodies / colliders. Try increasing the size of all your colliders and rigidbodies.

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