Collision - Issues of Scale....

Hi,

I’m currently building an all-singing-all-dancing slot machine. All going great till I get to the part where you can cash in and it spits out your winnings into a coin tray. The coins do not react at all when colliding with each other, although they will react when being dropped on the box collider floor.
Each coin has a convex mesh collider applied to it, generate colliders is checked on the FBX importer, and the coin-mesh itself is only 80 tris. I’ve been testing various things and it seems that the problem is down to the size of the coins. The whole slot machine model and various bits have been built to scale in with Unity’s First Person Controller Asset, so the coins are…well…coin sized. But the only way I can get the coins to behave realistically with each other is if I scale them up to resemble something out of the giant’s castle in Jack and the Beanstalk! Are there any other options I can try, short of scaling up the whole scene which isn’t really an option in terms of user-friendly prefabs?

Thanks :slight_smile:

You may try to modfiy “Min Penetration For Penalty” and/or “Solver Iteration Count” in the Physics Manager. It will modify the physical behaviour of your scenes! So be prepared for trouble :slight_smile:

Thanks, I had tried a few preliminary messings about in Physic’s Manager, but nothing seems to have worked yet. I’ll mess about some more and prepare for mishaps :wink:

One thing you should also realize is that objects that travel more distance than their own size per fixed update may miss collisions with equally small objects. The physics system does not ‘sweep’ objects between updates, it simply tests if they collide at the position they move to, any objects between the previous position and the current may be missed.

try to palce cylinder colliders on the coins.

Thanks again for the extra replies. Yeah, tomvds, I totally get what you’re saying. For any project I always seem to end up trying to do something that is going to cause me problems, hehe.

At the moment I’ve solved it by going with Dantus’s suggestion. Solver Iteration Count currently at 6, but switched Min Penetration For Penalty all the way down to 0.001. The result is nearly perfect, whether the coins are falling a long distance, or being spat straight out into the coin tray. I don’t know if this is going to put a lot of strain on processing, had no negative side-effects so far. If the coin payout exceeds 50coins, I’ve coded them to destroy themselves from 0 upwards when coin50 is instantiated. I suppose the only other bummer is the fact that the effect necessitates the changing of a global setting, I don’t know if it is possible to simply have a local Min Penetration For Penalty value applied to each coin and the coin-tray, since these are only objects that need to collide?

Thanks so much to everyone who replies, for this and all my other many questions. Really friendly and supportive community here :slight_smile: