Colliders --- Projectile going through before detection

Wasn’t sure where to put this other than in scripting, since I’m not entirely developing something for iPhone/Android, and the other boards don’t really get into colliders, I’m wondering if there’s a way to speed up my collision detection for my projectile.

What I have are platforms, but instead of being a usual box-shape (which my second set of platforms are), they’re in awkward corner-style shapes, and in awkward angles (such as a quarter-pipe shape). The shapes would be fine if they were on the ground, didn’t allow you to go under them, and doesn’t intend to have flying objects to collide into them. So my dilemma is this:

I have an object that my main character shoots, when it hits anything that’s tagged with “Platform” it will create a platform for you to walk on. However, the only way this method has worked was with a normal collider, like the box collider. Whenever I use a Mesh collider, my projectile goes in a little bit and then fires off (detects collision). I’ve tried using all three of the update methods (late, fixed, normal), but my collision is detected while it’s in middle of an object (or not at all, going right through the object). I’ve tried using multiple box colliders, but the problem here is the fact that I can’t have more than 1 box collider (where two would work for the objects).

If it requires that I modify my original mesh (3DS Max) to have an inner shell or something to help detection, then I’ll go into that (like creating a collision box or something), other than that, I need a way to help my detection with my awkward shapes.

Don’t say “Don’t use mesh collision”… The shapes are cut down -SO MUCH- that I can’t cut them down into any simpler shapes. I know that with Torque you needed to build the collision box inside 3DS Max, so if that’s the solution, tell me, otherwise, tell me a way to get my scripts to detect the collision faster.

usually it happens if colliders go too fast, so you need to use a script from unitywiki, that computes head for a projectile

Heh, never thought of looking to see if UnityWiki had a script for that, I’ll check it out.

Unity 3 has an option for continuous collision detection, although it has a performance impact so you probably don’t want to go overboard with it.

–Eric

Where’s that option? I was actually just about to ask where to set the Projectile Lead script in my game, but that sounds interesting (I couldn’t exactly go overboard, since the collision only matters with one projectile, the player’s)

EDIT: I found the continuous collision option, but it doesn’t work. What happens is that my projectiles now bounce off of my objects rather than kill themselves. It works once, but after that, it bounces off of my objects rather than killing itself (deleting the instance of the projectile)

EDIT 2: I still want to use the collision detection value, but I can’t allow the projectile to bounce. Without the continuous detection my object would go through it, but it would at least play the script, but now it bounces off of the objects and does nothing. (except for box colliders, which actually worked!)

Still looking for a solution, as the real culprit is the script not firing off when it’s supposed to (detecting a collision). I cannot bring the time/steps down any lower (via the project settings), as it will cause problems with my other scripts, the Continuous Collision variable available for Unity 3 helps my projectiles from going through objects, but instead of going through, they now bounce off (should destroy the object upon impact/collision) and if the projectile lead script will still work, I don’t know where to put it (as a separate script? inside my gun or projectile?).