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Question by rogue6800 · Sep 07, 2017 at 06:02 PM · physicsrigidbodycollideroverlap

How to prevent collider overlap during prefab replacement

The problem

I have a series of cubes, that upon receiving a certain amount of force, break into 8 smaller cubes. This is done via the script below. Unfortunately they seem to overlap only when using the script, not when either original or prebroken. Of course this overlap causing a sudden "explosion" of many cubes.

The Script

 public class ReplaceOnForce : MonoBehaviour {
 
     public GameObject Prefab;
     public float MagnitudeThreshold = 1f;

     void OnCollisionEnter(Collision col) {
         if (col.relativeVelocity.magnitude > MagnitudeThreshold) {
             Object.Destroy (this.gameObject);
             GameObject Fracture = (GameObject)Instantiate (Prefab, transform.position, transform.rotation);
         } else {
         }
     }
 }

Images

When using script: alt text

When using pre-broken prefab:

alt text

101396-huboui3-imgur-2.jpg (94.6 kB)
101393-hxj191r-imgur.png (143.3 kB)
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avatar image hexagonius · Sep 08, 2017 at 05:23 AM 0
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What do you mean by original or prebroken? Those are the only two things I can think of replacing them with.

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