I’m a little bit frustrated. If i insert a normal Plane(Mesh Collider) and a Sphere (RidigBody and Sphere Collider) and i make small movement the sphere is stay correct on the Plane. But if i do bigger Movement’s like (go to Left and then fast to the right side) the ball is falling through the Plattform.
I Rotate the Object with Quaternion and the transform.rotation function
this.transform.rotation = Quaternion.Euler(m_v3UnityVector);
If there enyone who could help me with this problem
This is a common problem with collision for thin, fast objects. Your object is on one side of the collider in the first frame, then in the next frame it has already moved past the collider and had no intermediate frame where it was overlapping.
You can try setting the rigidbody’s collision to Continuous instead of Discrete, but this is more expensive and should only be used sparingly in special cases.
Also consider using a thicker collider for your plane (use a deep Box Collider if you can get away with it).