Noob Alert: 2DSpaceShooter.... Collison Detection Issues...

Hey everyone. I am new to Unity and game development, and have been learning through the walker boys tutorials, and I am just going through and customizing the game to my liking for fun…

I added a ship model and asteroid models… a shield, have the ship titling etc… And then I noticed that only after I have used the shield, and the gameobject is destroyed, on occasion that the asteroids pass right through the ship and the collision is not detected… I have tried changing the collision from the discrete and but it on the dynamic one, I have changed the ship model back to a cube, I have commented out my shield charging system and the ship model titling code as well…

I am at a loss as to why this happens, and would love some feedback on to what I am doing wrong as I am sure it is something I am doing…

In the shield code as well, I was aiming to have the shield destroyed after 3 collisons or 3 seconds which ever came first. Most of that functionality is commented out as I have been trying to figure out where this problem is coming from…

Would appreciate any help if someone is willing to suffer through my code… Thanks so much! I zipped up the project as I figure its easier then pasting bits of code…

http://islandfamily.info/2DSpaceShooter.zip

Thanks…

PS the shield is activated by the E key… Its only one shot unless you turn on the charging system commented out in the code…

Paul

Ok I kinda figured out the problem. I am using a mesh collider, which I would prefer to use, but it seems to not be consistent…

Is this a bug? A search reveals that there seems to be some issues with the mesh collider? I tried convex, and it made no real difference. It only seems to occur after the shield has been destroyed… Sometimes the collison is detected, sometimes not…

I switched to a capsule collider, but this doesn’t seem as “realistic” in the collision area…

The asteroid is a sphere collider BTW, before someone mentions the mesh to mesh issue…

Thanks for any help!