First of all, I am sorry about the not very clear title, but I wasn’t able to make the problem clear in few words! I am currently facing a very annoying problem: I have a ball with a RigidBody component and a Sphere Collider which lays down on a set of tiles that form a plane. Those tiles are all under a Pivot gameobject and all have a simple Mesh Collider. Whenever I try to rotate the pivot point to move the ball, instead of making the ball roll down, it goes through it. I thought this might happen because both colliders (tile on whic the ball is on and the sphere itself) are in the exact same location, but I didn’t manage to fix it using only the inspector.
What am I missing? Am I right about what’s causing the problem? and most important, how do I fix it?
I made a screencast to help you understand the problem, you can find it here.
Setting it to continuous allows it to be more accurate thus when colliding at high speeds will prevent you from going through the wall due to an increase in calls.
– IMemeManI