Greetings Gurus.
I’m a hobby-ist with a strong technical background, playing around with Unity to entertain and introduce my 8yo to programming.
We are working on a simple soccer/football penalty shot scene and have thus far, leveraging some free assets, created an environment and written some scripts that allow us to apply realistic (real world) directional force to a sphere via a mouse click. We are collectively happy with the physics, and can kick that ball all over the field… success.
Next logical step would be to introduce a goal as a target. Which we have done, again via some free assets.
The issue is, that no matter what we do, the ball is moving at such a rate of speed (a realistic rate of speed) when it is ‘kicked’ that it passes through the Mesh Collider which we’ve applied to the goal. We have leveraged “Continuous Dynamic” Collision Detection, which we now realize won’t work with a Mesh Collider, and have since implemented a secondary Box Collider, which while it works, is not overly realistic.
How can we have a realistically ‘kicked’ ball be stopped realistically by a ‘net.’ (we are only concerned with the stoppage at this point, we will tackle the realism of the net/cloth after we’ve solved the puzzle of how to stop the object).
As stated, we’re not looking for a solution, but rather a direction for further research. (we certainly wouldn’t turn down a solution, but the goal is to continue to learn…).
Any guidance is greatly appreciated! TIA.