Collision between capsule and plane(unity normal plane)

Hi,

I was using terrain as a field but I changed it to plane and sometimes my hero jumps and goes through the plane going to hell down there.
So weird…
I’m working on ios project and don’t want to use terrain for that matter.

I have rigidbody and capsule collider attached to the hero.

rigidbody settings :
Mass 1
Drag 0
Angular Drag 0.05
Use Gravity - yes
Is Kinematic - No
Interpolate - None
Collision Detection - Continuous
Constrains - only rotations are locked

capsule settings :
Is Trigger - No
Material - None
Center - Y = 0.065
Radius = 0.07
Height = 0.1900155
Direction = Y axis

Arrrrrrgh

In case your hero comes down really fast, he might pass the ground within one physics iteration, which can make the discrete collision detection system miss it. Try using a thick box collider instead of the plane’s mesh collider. It’s faster too.

Hi, Jasper.

Thank your for your answer.
I wish I saw your answer a little more soon.
I kind of solved it by casting a ray downwards and if it doesn’t hit something which means hero has gone through the field,
reset force velocity and hero’s y position to the last saved position stored when a ray was hitting the ground.
Fortunately it doesn’t look that awkward whenever hero’s y position is set.
I’m trying thick box collider as I’m typing now. :slight_smile:

All the best.