Hello,
I have found a very strange problem with the colliders in Unity once they are used in AR.
First things first:
I am working on a project where I need to create an AR-app where the user can move singe objects (moveable through leantouch) and stick them together. To test that I took some simple geometric forms and added them to the project, added leantouch, rigidbody, etc. After that I added some boxcolliders in the shape of their asigned objects and created a script:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class test2 : MonoBehaviour
{
public GameObject li;
public GameObject tri;
void OnCollisionEnter(Collision col)
{
if (col.gameObject.tag == "Ltest1")
{
FixedJoint fj = tri.AddComponent<FixedJoint>() as FixedJoint;
fj.connectedBody = li.GetComponent<Rigidbody>();
}
}
}
That would create a fixed joint between the objects when they collided. So far so good. The script works perfectly but then an Issue emerged. The Colliders where seemingly bigger in the build AR-App then in the editor. Which made the script start when the objects didnt even touched:
To try and mitigate this I changed the size and form of the Colliders:
Which in some parts improved the perfomance but didnt help when I moved the device on which the app played up and down.
Is there a reason the colliders act like this and a solution?


