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Question by idlemurmurs · Apr 29, 2014 at 07:47 AM · collisionphysicsgravitycollidersdetection

Precise Collision Detection

Good Morning, Afternoon, Evening ~ Night

I suppose I can be discovered here, posing questions and all, because I'm currently in the midst of designing a simplistic Hourglass GameObject within Unity.

It's one that'll conceivably rotate about its own axis due to a pre-determined animation sequence, And will have little blocks/spheres falling consistently downwards within it, all through the in-Unity physics engine.

The issue that then arises is that the two Game Objects don't appear to collide as precisely and smoothly as I had originally anticipated. And rather than having the little blocks collide and bounce about inside the Hourglass, they instead just glitch out/fall through and bounce away merrily into the distance.

And so I suppose I'm merely wondering whether there's some form of precise collision detection I can apply to these two differing colliders, so they might be able to interact as originally planned, or whether it's all just a lost cause and is best given up on. So any advice/personal thoughts or cold-hearted insults would be much appreciated.

Many Thanks,

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avatar image Benproductions1 · Apr 29, 2014 at 08:22 AM 0
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Do you use the animatePhysics option? If not, then interaction with animated colliders and rigidbodies is guaranteed to go wrong.

avatar image idlemurmurs · Apr 30, 2014 at 04:46 AM 0
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Hmm, As it were,

I'm actually relatively unfamiliar with the animatePhysics function. And from what vague research I've done into it, I'm still a little unsure of how it operates, or how I may be able to utilise it in a functional manner.

Though thank you for the feedback all the same, And I'll be sure to look into it a little further too then

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