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False collision at the edge of hole when using high gravity value
I'm developing a little board game. I have a board, which I modeled in Blender. The board has round holes in it. Player moves a ball around the board and tries not to drop into the holes. The ball can move very slow or very fast.
I had to increase game's gravity a lot to make fast moving ball drop to a hole. Otherwise the ball just flew over the holes with a little bump. After increasing the gravity, I noticed that sometimes the ball bounces off from the edge of a hole. It's like some false collision and it happens mostly when the ball is moving very slowly.
I created a test project to reproduce the problem. In it I have different kind of holes to test if the vertice count of the hole's edge matters. But it seems that it makes no difference. Holes are made in Blender using a cylinder and a boolean modifier. Holes in this test model have 8, 12, 16, 20, 24, 28, 32 vertices and the last one is smoothed.
Low gravity and low speed, works fine:
High gravity and high speed, works fine:
Low gravity and high speed, ball flies over the hole:
High gravity and low speed, ball bounces from the edge:
So to make this work, I have to fix the bouncing problem or to use default gravity and figure out another solution for fast moving ball. I tried to increase the solver iteration count and min penetration for penalty values from Unity's PhysicsManager to fix the bouncing problem. It may have helped a little, but not solve the problem completely. I'm now running out of ideas how to fix this.
WAs just wondering how did you make those holes for the ball to fall into I've been trying for ages to do something like this?? Thanks!
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