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Question by OneEyeMaker · Nov 27, 2016 at 02:58 PM · collisionplaneseamless

Seamless connection on edge of two planes.

Hello!

I'm novice in Unity.

I have scene with planes, connected to each other without gaps. And I have sphere (with Rigidbody component), which should roll on these ones. But I have strange behaviour: when sphere moves fast, it jumps (bounces) on the edge between two planes. (If I understand correctly, collision occurs.)

How to avoid this behaviour? How to make connection between these planes "seamless"? Or how to roll sphere (with 'AddForce()' method of Rigidbody component, for example) without jumps/bouncing?

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avatar image Mister-Mortal · Nov 28, 2016 at 02:35 PM 0
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Try to expand collision of those planes, so collision overlaps.

avatar image OneEyeMaker Mister-Mortal · Nov 28, 2016 at 03:16 PM 0
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Only one question: how? (overlapping planes itselves doesn't make sense - ball still continues to jump).

avatar image Mister-Mortal OneEyeMaker · Nov 28, 2016 at 03:48 PM 0
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@OneEye$$anonymous$$aker Remove $$anonymous$$eshColider from planes and add BoxCollider and in BoxCollider Size parameters make size bigger. This way you will make plane collision overlap but not planes itself.

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avatar image Dakwamine · Nov 29, 2016 at 09:52 AM 0
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Are you using Rigidbodies and Game Objects scaled {x=1,y=1,z=1}?

avatar image OneEyeMaker Dakwamine · Nov 29, 2016 at 10:39 AM 0
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$$anonymous$$y planes have transform.scale = (1; 1; 2). But even with scale = (1; 1; 1) I have this behaviour of ball. Scale of ball also (1; 1; 1). // Planes are simply objects without rigitbody component; I added this component only to ball.

avatar image Dakwamine · Nov 29, 2016 at 10:48 AM 0
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Are your planes' colliders have enough thickness? Have they a thickness of 0f, 1f or more?

avatar image OneEyeMaker Dakwamine · Nov 29, 2016 at 10:54 AM 0
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I have this problem with any flat colliders - mesh colliders for planes/quads, box colliders. You can just test it yourself - https://drive.google.com/open?id=0B4m2JF4XQ0BkSUpCZ0xYRmRpUUU

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Answer by OneEyeMaker · Nov 30, 2016 at 01:59 PM

Answer from Unity QA Team:

This has been like that since forever, even in Unity 4 and 3. The reason is in the way PhysX handles contacts when crosses over from one collider to another. A recommended workaround was always to bake a mesh for floor in tiled games instead of sticking multiple objects together. I don't think we'd be able to resolve this until we switch to PhysX 3.4 that supposedly has one little step towards resolving this unfortunate and long standing issue.

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