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Madlios's avatar
Madlios
Start Member
14 days ago

Inaccurate Physics Collision

So i've been fighting this weird problem where i place down 2 large plat planes perfect leveled with eachother. When i place a simple sphere with physics enabled and apply force to the sphere to push it across the planes, at certain (high enough speed) it would seem to collide hard at the transition between planes (even when planes overlap). This does not happy very low velocity, but at higher velocity this would almost always happen (with some random factors).

I have tested with spheres, capsules, cubes etc... also for the ground i have tested with planes, cubes as well

Have anyone encountered this issue? and know how to fix? This has made it difficult for me to create a smooth racing game without the need for 1 continuous mesh.

EDIT: i tested with beveled cube, and this time the bug will occur even with just 1 single mesh, there is something wrong with the physics engine's collision responsive

4 Replies

  • You could use an invisible box collider, one resized to a very flat surface and just above the 2 planes. This would create a smooth surface. I've learned when using (complex) physics the colliders help a lot.

    • Madlios's avatar
      Madlios
      Start Member

      doesnt matter what u use the issue will always occur, ive tested with disabled gravity even

  • I did some test this morning and it appears you may be correct. I had to drop the second plane down .01 to get it to stop bouncing as it crossed, but the results weren't consistent. Probably floating point decimals. Even box colliders did the same thing. I think I would just attempt a single mesh track, but you're welcome to submit a report via your desktop editor under the ?(Help) menu.

    • Madlios's avatar
      Madlios
      Start Member

      ok i will try to report this since it is very game breaking. also as in my EDIT, even with 1 single mesh (like the beveled cube) i still got this same issue happening with just 1 beveled cube scaled relatively flat. So it doesn't just happen for multiple meshes.

      I'm now making a hacky workaround to reduce this issue (by using raycasts to detect and correct false collisions), but it still wont be the right way to do this.