Ok so I’ve checked the normals on my mesh colliders and they’re fine, but I setup an emitter to shoot rigidbodies (just default spheres) and I find that the mesh collision can be a bit funny; the projectiles don’t always hit properly but instead sometimes go through an object. Anyone know how to fix this or what it is?
Could be that the projectiles are too fast for the physics engine to pick up that they collided in between frames. If you make the the collider bigger it should pick up the collision better.
If Cecilie’s right about the cause, and the projectiles are too fast, then you should be able to change their collision detection mode to Continuous to fix it.
Ah that makes sense, I do have fast projectiles coming out. I don’t know how to change their collision detection mode unfortunately.
Thanks for these tips!
EDIT: I slowed the projectiles down, I found that whilst you do get areas where the projectile goes through only sometimes there seems to be parts of the collider where the balls go through every time, but I’m sure the normals are facing the right way. I can’t really make the colliders bigger because it’s this interior space with particular dimensions