Does Unity Physics have an option to switch CCD? Right now current hypothesis on how to do this is by disabling the expansion of the AABB.
I am going to reuse Unity Physics's Collision detection for my own custom physics system, and I am slightly worried about the use of speculative contacts for my use case. They are cool and seem to be designed to help solve tunneling, however, I am concerned about ghost collisions. Would it be a bad idea to try to disable speculative contacts? In my use case, the convex hulls seem large enough that tunneling should be uncommon.
Thank you for the insight, it is incredibly helpful.
Is this the best way of doing this? I would like to get confirmation if this is the best approach or not.
Thanks a lot I am looking for feedback for the most optimal approach here.
Suggestion: I would recommend this feature to turn off CCD to be added to Unity Physics as it is off by default in PhysX. It should be simple to implement by default for everyone and would improve performance for users who don’t require CCD for their use case.