Ive got some quite big object, which uses a box collider. I want to translate and rotate this object including collision detection at a quite high speed. What I do now is, that the object to collide with has a mesh collider attached and the moving object has its box collider and a rigid body as components. I move the object using transform.Translate(), it works kinda okay at low speed, but the object keeps sliding after collision in a kinda strange way. At higher speed it tends to drive crazy on collision. Any ideas on how to get this to work stable? And I also wonder and ask you now: how to get information on the actuall movement my object did when executing the Translate? As I basicly need the actual direction and distance.
My alternative approach is setting the object to kinematic and the environment as trigger. I can than use the OnTrigger events to code the collision behavior myself. The problem here is that I need some information about the collision point like position and normal. I could get some normal by casting a ray, but I need some direction for the ray and just using the movement direction would give me wrong results in most cases.
I hope for some helpfull ideas :) Thanks.