Can someone explain ghost collisions in 3d?

First of all, are 3d collisions resolved like 2d collisions like described in this article? Ghost vertices - Box2D tutorials - iforce2d

If so, how can ghost collision happen between mesh colliders each made from one polygon? Shouldnt they push moving collider vertically and never horizonally? Or is 3d collider never like polygon and always has ‘sides’?

Would appreciate any answers or links to related info. Thanks!

A 2D or 3D object will still be deflected when colliding with the side of a plane or polygon.

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Why tho? Arent collisions work based on face normals?

Depending on the type of colliders a face normal might be used. And not just the normal of the surface that was hit but the normals of both surfaces that were involved in the collision. Sometimes there won’t be any normals. Sphere colliders won’t have normals and instead the physics engine will use the position of the sphere collider to determine the hit normal.

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