"invisible edges" on racing ground - causing unintended "jumps"

Hello everyone,

I am working on a classic tutorial game, where a block slides over a ground with the aim to avoid obstacles. First, I used one ground tile with a very large z-axis, which however caused problems with the fog working on android. As a solution for this problem I found the advice to use several smaller ground pieces, which indeed solved the fog problem.

However, creating lot’s of smaller ground pieces causes a strange new problem. There seem to be invisible edges now between these ground blocks, which cause my “block car” sometimes but not always (!?) to jump when passing over to another ground piece.

Here you can find a small video which makes it easier to understand to actual problem:

Run 1: Everything is fine
Run 2: Jumping / Stumbling right at the beginning

This is what the general scene looks like:

Obviously, I only changes one axis of each ground tile, expecting that this should lead to no “invisible” edges or something similar.

8011643--1031036--193061-ground-problems.png

Unfortunately, I have no idea how to fix this problem, which is blocking my developement at the moment.
Does anyone have an idea what could cause this problem?

Don’t use blocks for the ground. Their vertical sides may cause such contacts. Use planes instead.

Hey Edy,

I have just tried it and unfortunately I observe the same behaviour.

What exactly can cause such problems? The collider, the object?

I mean my use case should be relevant quite often, right? Some object moving over another. I really hope that someone can explain me why that happens.