Mesh collider skipping and bouncing

Well…

I just did some tests of my own and it looks like I was wrong about basically everything I said in my post.

The reason I thought this would be the case is because a while back I was messing around with combining meshes in Unity. Something I discovered is that if you have a set of meshes like this (made up of individual quads in this case): https://i.gyazo.com/0b9b7486a3dad0a6293dc5fcf3ea21b2.png and you combine them using Unity’s builtin Mesh.CombineMeshes() function, colliders will bounce and hop when rolling or sliding over the combined mesh.

So what I had to do was write my own mesh combiner that kind of “repaired” the mesh as it was combining, merging triangles with shared vertices and whatnot. I just assumed that imported meshes would behave the same way, but it seems like I was wrong.

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HI there, when I updated my project to 5.3.5f1 I noticed that with some of my map buildings that have mesh colliders; with mild jagged edges that when my capsule collider makes contact with the edges it becomes jittered and then suddenly teleports in 5.1.1f1 this does not happen so I have been stuck using that version of unity and will likely build the final game in that version. I hope someone in unity can shed some light. thanks.

I belive you do not use for every physic calculations the FixedUpdate method. And yes, the Physic engine from NVidia was not the best choice. I also got problems driving over small gaps with wheel collider. My vehicles jumped and turned to the back.

Play around with Rigidbody “Collision Detection” and “Interpolate”. May much more expensiver, but for one ball absolutely okay.