Bug? ( failed collision from golf simulation )

i have to make golf simulation game but i understand to make physics from Unity3d . i want to that someing below .

  1. adjust my golf simulation physics mathod(fly and roll, physic material) to Unity3d
  2. using unity collision

how can i do? could tell me please. i had to trying.

terrain(plane make to gameObject) meshCollider

Ball(GameObject)

-Transform

ball size : 0.04

-SphearCollider

radius : 0.5000001

-Rigidbody

mass : 0.045

drag : 0.012

angleDrag : 1

gravity = true;

isKinematic = false;

interpolate : no matter the value of

Collision Detection : no matter the value of

test one. rolling

1.before

push => o : ball

=============================== : plane

rigidbody.velocity = new Vector3(0,0,1);

2.after

=============================== : plane

                   o          : ball

what is terrain through?

this is Bug?

I think you're asking why the ball goes through the plane when you set its velocity.

The rigidbody.velocity documentation says that "in most cases you should not modify the velocity directly, as this can result in unrealistic behaviour". You should instead use rigidbody.AddForce.

As for why it's falling through, with a ball that size, it might actually pass through the plane in a single update. I've never used meshcolliders before either, so I'm a bit on the dark there. I would personally recommend testing with a blank cube gameobject to get it working.

He may try to increase the time resolution for physics simulation and that would solve everything... and on a golf game I think that eating more cpu cycles shouldn't impact too much on performance and framerate.

What?? terrible..