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Question by jjkjhk · Nov 24, 2014 at 02:45 PM · collisions

Collision problem with "crossed" objects.

I think that's an usual problem but I haven't found concrete answers yet. I haven't got problems with collisions generally, my problem comes when (for example) I've got a cube with a table form and one or more cylinders in it. At the moment I put a sphere on it, it crosses the table and it looks like it's floating in. However, if I remove the cylinders, the sphere stays at the top surface. This problem just happens with cylinders. I do not know if have I explained correctly because my english is a little bad (and my explications too) so there go some images:

As seen, the ball sinks.

alt text

Here, the ball runs perfectly without the cylinder.

alt text

I think that's the problem. When unity sees that a object is intersecting another one it goes crazy and explodes and it kills your cat and blows up your house. The sphere form of the cylinder is intersecting the table. alt text

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avatar image MrSoad · Nov 24, 2014 at 03:14 PM 1
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If you look at the collider(the green sphere wire) on the cylinder in the last pic you can see that this collider is a sphere. This is because the std cylinder uses a capsule collider, which when reduced in height will eventually end up being identical to a sphere collider. This is probably the root cause of your issues. Try using a convex mesh collider ins$$anonymous$$d.

avatar image jjkjhk · Nov 24, 2014 at 03:57 PM 0
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Perfect, @$$anonymous$$rSoad, that was exactly what I was looking for.

avatar image Owen-Reynolds · Nov 24, 2014 at 04:02 PM 0
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That cylinder should be floating above the table. Why isn't it? Are you "pushing down" the table? Where is the table's collider?

I think the problem is the table model (the green) is above the table collider (like grass above the dirt you walk on.)

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