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Question by Arkuni · Aug 16, 2013 at 03:50 PM · collisionrigidbodyclipping

Clipping Boxes

As you can see in the picture: I've set up a scene with 2 boxes, attached a rigidbody for both of them. The flat one is kinematic and the other one is affected by gravity. The non-flat box has been dropped from above the flat one and when they collide, the falling one will clip inside the flat one and use 3 frames to work its way on top of the flat one. How do I prevent this clipping from happening?

Please note: These are just 2 regular boxes in a completely fresh project. No scripts, settings-changes or ancient voodoo has been added to the project.

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avatar image jacobschellenberg · Aug 16, 2013 at 04:22 PM 0
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That is odd indeed. I may be wrong but I believe this has to do with the collision detection type . . . continuous/discrete/dynamic. Perhaps playing with that might help. Also, I noticed when a big collider collides with a small, thin collider, it clips because the detection isn't happening fast enough, or something like that.

Good luck though!

avatar image Arkuni · Aug 16, 2013 at 04:54 PM 0
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Even with a box bigger than big, it doesn't change anything. Same thing with detection type.

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Answer by robertbu · Aug 16, 2013 at 04:58 PM

The setting that will have the most impact:

Edit > Project Settings > Physics : Min Penetration for Penalty.

Set this to a lower number or even 0.

Edit > Project Settings > Time : Fixed Timestep

Try reducing this from 0.02 to 0.01

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avatar image Arkuni · Aug 16, 2013 at 05:07 PM 0
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It certainly made it better. But the box will still kinda "swim" on top of the flat one. Is this just how Unity physic works? I would assume that they would just seperate immediatly and not jerk around for a couple of frames.

avatar image robertbu · Aug 16, 2013 at 05:15 PM 0
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How the collision occurs depends on the physic material of the two objects. Do: Assets > Import Package > Physic $$anonymous$$aterials. Then on the Box collider, you will see the word '$$anonymous$$aterial' and a box saying 'None (Physic $$anonymous$$aterial)'. Click on the target symbol just left of the box and select the material. Do this for both boxes.

Note if you are developing a character that you don't want to bounce around, then you should use a Character Controller, not a Rigidbody.

avatar image Arkuni · Aug 16, 2013 at 06:32 PM 0
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Ah! Using the character controller works like a charm.

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