To give context, I’ve spent the last few days practicing with shaders and materials. I have build a 3D internal structure, out of planes, that I am very happy with. But, when I’ve inputted my player’s placeholder, currently a 3d capsule, it passes through the planes.
Both the capsule, and the planes, all have both rigid bodies and colliders attached.
Neither has kinetic or gravity ticked.
I am using .MovePosition to move the placeholder’s rigid body.
Now, do I have to start again and replace my planes with cubes, or is there another armature mistake I could be making?
This means that it’s easier to pass trough a plane than it is to pass trough a cube. If your character moves fast enough for its collider to move to the other side of the plane in a single frame, then no collision detection will take place. This common effect in all game engines is called tunneling, and is a consequence of how computers treat quantities in a discrete (as opposed to continous) way.
If this is a Dynamic body (presumably what you meant when you said not “kinetic” (Kinematic?) then you shouldn’t really be using a Kinematic movement on it. In 3D physics “MovePosition” and “MoveRotation” cause a Dynamic body to instantly be repositioned at the specified position. You should be using forces or velocity for move Dynamic bodies. Then you’ll find continuous works.