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Ball jumps on colliders edges
#8
Why use a mesh deformer at all? To me it looks like the whole track is basically a U-shape. If thats the case, use shape extrusion instead of mesh deformation. That way it will generate a single connected mesh instead of "stacking" them. Correct me if I'm wrong, but by the looks of the result you get now, it seems as if you get "internal" faces where the meshes connect.

Unity physics being what it is, will make the collision issue worse with internal faces as the collision solver uses face/vertex normal info. And when passing a edge (like the edge on a cube) the edge will have normals pointing "up" and "sideways" at the same time, resulting in multiple shape separation forces, which in turn causes the collision response to be even greater.

Side request for _Aka_ could you add a option to build render-mesh separate from the collision mesh. I've personally run into cases where I want to use a different shape for the collider. And this issue is probably one such case. The only way right now is to use two separate game objects, one with the renderer turned off and the other with the collider turned off. Would have been sweet with a Create Mesh node with two inputs; V Mesh and a separate V Collider.
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Messages In This Thread
Ball jumps on colliders edges - by Dmitrii_Dzh - 04-24-2022, 07:50 AM
RE: Ball jumps on colliders edges - by _Aka_ - 04-24-2022, 01:43 PM
RE: Ball jumps on colliders edges - by Sacryn - 04-25-2022, 09:31 AM
RE: Ball jumps on colliders edges - by _Aka_ - 04-25-2022, 01:17 PM
RE: Ball jumps on colliders edges - by _Aka_ - 04-25-2022, 04:26 PM
RE: Ball jumps on colliders edges - by Sacryn - 04-26-2022, 06:50 AM
RE: Ball jumps on colliders edges - by _Aka_ - 04-26-2022, 02:17 PM

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