Physical objects falling through complex meshes

Hi,

I’m working on a 2D project that has a complex terrain shaped from a single mesh in 3dsmax. It looks somewhat like that blatant MS Paint picture I attached.

My problem: When throwing objects down onto the terrain they will eventually fall through the floor when they have become too fast. What I want for them is to simply rest ontop of the terrain and not fall through. This works fine when I turn down gravity and let them not get too fast so I reckon it must be something to do with in-accurate physics simulation (and the complex concave mesh collider) because it works about 50% of the time.

Is there any way to increase the accuracy of the physics simulation? I already turned up the physics iteration number in the preferences from 6 to 12 which didn’t help.
Are there any other ways of preventing my objects from falling through the world? Is it helpful to split up the terrain mesh so it consists of a few less complex pieces? Thanks already.

222513--8064--$mesh_collider_164.png

you might want to try out a raycast basing solution that tries to detect upcomming collisions to “pull the break” below a border speed.

alternative is setting a reasonable max speed for the situation

make sure your moving object is using fixed update rather than update() just n case you are having frame-rate issues on your movement control

I had a similar problem… collisions with objects work great, but with the terrain it isn’t so reliable. The ball would bounce off at a weird angle even though the terrain was flat.
Try changing your edeit->project settings->time so the physics updates more often.

Note:- there is a performance hit for doing this…