Hello again. im having difficulty again and i need some advice from someone more experienced in these matters.
i want to make a sort of monkeyball game based on the roll-a-ball demo. i have two objects with colliders and rigidbodies, the character and the ball. unfortunately, if i place the character inside the ball, when the game starts hes forced out of it.
that was the point his physics need to interact with the ball, just not like this. the idea is that the player inside the ball moves and his movement effects the ball.which transports the player around.
Please read the documentation… go through the Learn resources and the answer will smack you in the face. It’s because the colliders are trying to collide at their extents (outside to outside). If you want it to work the way you’re trying to do it you’ll have to do something different like use a mesh collider from a low poly mesh so you can interact with the Inside of the collider.
Primitive colliders are considered solids, and not hollow. Also, in 3D, raycasts do not collide if inside the primitive. The exception is using an inverted mesh collider, however I do not know if this would work well in Unity 5. In cases like this, there is usually always custom code.
Thanks for expounding Hippo. I was only about 90% certain I was answering correctly because there are always neat things in Unity that I have yet to learn about.