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Question by strider74 · Aug 04, 2012 at 01:35 AM · physicscollidermesh colliderjitter

Mesh collider and jitter

Hello all.

I am building a pool game and I decided to use unity's Physx engine for the game's physics.

I have made the pool balls rigid bodies with spherical colliders.

When I use a mesh collider for the pool table bed (slate), the balls bounce up and down into random directions, even if I apply the slightest force on them. I've given the pool balls their official mass (170grams) and dimensions. I get the same result regardless of the "Smoot Sphere Colliders" setting. If I replace the mesh with a box collider, the balls roll smoothly on the table bed. However, I need the mesh collider because the table bed has the pocker holes on it and a box collider covers them.

I'm really a newbie to Unity so any kind of help would be greatly appreciated!

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Answer by Ingen · Aug 04, 2012 at 02:14 AM

surround the hole with 3, or more, small box and use long box to cover the rest of table side, think could go?

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avatar image strider74 · Aug 06, 2012 at 10:24 PM 0
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Hello Ingen and thanks for the reply. $$anonymous$$y problem is not with the table side but with the table bed / surface. I also need the maximum accuracy around the table's pockets, that's why I ended up with the mesh collider. After all pool is a game of accuracy.

avatar image Ingen · Aug 07, 2012 at 06:29 AM 0
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sorry my English is not so good

Have you try to set "convex" at the mesh?

You could put a sphere trigger at the hole ins$$anonymous$$d a physic hole, but lost buoyancy inside the hole, and a bit of accuracy

maybe... with OnTriggerStay, and set a $$anonymous$$imum time to stay in trigger before apply the function for ball in hole, but don't know if is possibe

avatar image strider74 · Aug 08, 2012 at 10:55 PM 1
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Thanks again Ingen. Yes, I've used the Convex setting as well but saw no change. The balls have the same erratic behaviour. Only the box collider eli$$anonymous$$ates the "randomly bouncing ball" problem but it introduces tons of others. I was hoping that PhysX engine is what it's name suggests but it seems it was not designed for building games where accuracy and realism is a key factor. I will give your suggestion a try but it seems that I'll be dropping unity engine entirelly and migrate everything to UD$$anonymous$$.

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