Collision Detection ContactPoint is wrong when Continuous

NOT a paper/bullet problem.

gun is nested under the rigidbody ship.

gun is above the hull in world space.

gun fires the projectile.

projectile.myRigidbody.AddRelativeForce(impulseVector, ForceMode.VelocityChange);

velocity is 760 m/s

The projectile collides with the ship hull.
The contact positions are 15 units away from the hull collider.

If discrete, it does NOT collide with the hull.

1 Answer

1

“Note that continuous collision detection is intended as a safety net to catch collisions in cases where objects would otherwise pass through each other, but will not deliver physically accurate collision results”

your best option is to use a raycast for calculating where the object would collide