Noob Question involving a 2d game

Hello. I’m currently making a game for one of my classes. The assignment is to make a 2-d platformer where you read in a text file, which is used to map and instantiate objects. The game would still be in 3d but it would be viewed from the side with an orthogonal camera. Also the text file would place objects in a grid-like space. So the ground would be a bunch of blocks placed close together. I’m running into a problem where I’m using a rigidbody for the player, so it would have realistic physics. And I’m adding force to get it moving. But, since the ground is not flat, but a collection of 1x1x1 block, when the player gets to fast it hops over where the boxes meet. How do I fix this? Thanks

That’s exactly how my game is created: read from a text file (Tiled Level Editor xml file), and the level meshes dynamically generated after loading. My system uses 5x5 ‘chunks’, like MineCraft, so every 5x5 section in the map file results in one mesh being generated, to save on generating too many meshes for performance.

But, I’m having a problem, and I think what you’ve described may be related.
Check out my web demo here:
https://dl.dropbox.com/u/1979274/CubeGolf/WebPlayer/WebPlayer.html

Just click anywhere on the screen, and the ball will be shot in that direction. The ball speed depends on how far from the ball you click . . . click further away for a harder shot. You don’t have to wait for the ball to stop before reshooting.

Now, get the ball to the bottom, and click beside the ball to shoot it horizontally along the grass. The ball will ‘randomly’ bounce off of an invisible obstacle and suddenly jump up into the air. From debugging it seems to only happen along the 5x5 chunk boundaries where the meshes meet. It appears the physics between meshes isn’t very accurate, even though the vertices are in the exact position as the adjoining mesh.

Pikmet, is this what you are describing?
Anybody come across this?

You may need to scan for continuous runs of level blocks and replace their colliders with a single large one. On the plus side, this should also improve performance.