Hello everyone,
I am currently working on a pinball project where I control every move of the ball itself using the transform.translate method.
We are working this way to get a full control on the ball and give it specific animation and a kind of cartoonish feature, especially when colliding with special bumpers.
Currently, the ball is “IsKinematic” and all other colliders are triggers so that I can control and calculate the collisions and rebounds by myself.
However there is a small problem : When the ball is moving fast, it passes through the triggers (the walls, the bumpers, etc.), or the OnTriggerEnter is called too late so the collision computation is incorrect.
I can somehow fix this issue by changing the FixedUpdate time step but this problem will pop up again when I increase the ball speed.
It will also be hard on the performance of the game.
Is there a simple solution other than doing all the calculations by hand ?
Thanks a lot