Hi,
We are currently developing a Unity Webplayer Ski game, and in order to prevent the player from leaving the track, we have surrounded it with “invisible walls”: Mesh Colliders with the IsTrigger property set.
The player contains a Capsule Collider with the IsTrigger property set, and a Rigibody with the IsKinematic property set.
Most of the time, it works just fine, but sometimes, the player enters the collider and no OnTriggerEnter or OnTriggerStay events are called. Instead, a OnTriggerEnter event is called when the player exists the Mesh Collider.
Is this a known issue? Has anybody else encountered it?
Or is my “invisible wall” mesh too complex? In terms of number of vertices? In terms of concavity?
Could anybody recommend a solution? Should I try to make the mesh less detailed? Should I split it in multiple convex meshes? I’m afraid that having too many Colliders might have an impact on the physics engine…
Thanks in advance,
Alex