multiple boxes for floor and a bouncy sphere problem

Yeah this is expected because of the predictive contacts.Your options are:

  1. Switch to Havok physics, which has a solution for this called “welding”.
  2. Try to come up with a fixup for contacts (using IContactsJob) by for example casting a sphere in the velocity direction and seeing if it will actually hit the provided normal. Some context for this can be found here Sphere collider receives strong impulse on contact with mesh collider edge .
  3. Wait a little while longer as we will try to provide the sample code for 2 in the coming releases, but I can’t set the date or anything since it’s still in early prototyping phase.
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