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Plinko Collision Problem
I am trying to make a plinko game. I have modeled the board and attached all the pegs to it in 3ds max. I also modeled the puck. When I bring the board into Unity I set it to have a mesh collider, I put a meash collider and a ridgbody on the puck. When i press the play button the puck falls though the board. Any fixes for this problem?
What i need it to do i let the puck fall down bouncing off the pgs to the bottom and stop in the hole.
Try using a sphere collider for the ball and multiple capsule colliders for the pegs. You're kind of abusing the intent of a mesh collider in this case; even if it does work; the separate capsule colliders would be much faster to calculate.
Answer by Screenhog · Sep 04, 2012 at 04:18 PM
Your description sounds like it should work. Some suggestions:
- Make sure that the puck and board do not start off by intersecting with one another. If they do, the puck won't collide with the board properly. 
- Check your colliders and make sure that "Is Trigger" is not checked. Triggers don't stop physics collisions. 
- Be sure that your colliders are in the right place. They have a green outline. 
- Have you been playing with the physics settings and setting physics layers so that they don't collide with one another? I doubt it, but Edit > Project Settings > Physics will tell you... if there are any checkboxes unchecked, that might be it. 
Answer by jpvanoosten · Jan 21, 2013 at 11:30 AM
Make sure your pucks mesh collider on the puck has the convex flag enabled. Two mesh colliders won't collide unless one is a convex hull.
Using primitive colliders to approximate your objects is a much better idea!
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