I am working on a few sample and demo projects to just try and break into scripting and I am having heck of a time getting things to bounce off of each other. I have a cube that is spinning which is meant to just bounce things around the level. The problem is half the time when things hit it they seem to just fall through it or barely fly off it. I have tried making the object spin faster, giving it more mass, giving it less mass, removing drag, setting bounciness higher and tweaked with almost every other physics settings but am still getting the same problem. Thinking it was a problem with how I did add force I tried to just do translate but this caused the cube to always go through walls. (I should mention the cube has constraints on x and y rotation) i even tried using ridigidbody.applyforce( 0,0, 10000000f) and i barley get any movement, any thoughts are appreciated.
There is a problem…The pysic is executed once a frame, so if the cube spins to speedy, the objcet that collides with it simply skip the physic delta and go trough the objcet. To avoid this problems use Continous dyneamic in Collision detection for the cube and the objcet launched. When the cube spin too fast, you not see it spinning, because it spins over 60 times at second, so you see it steady, but he is spinning very fast.
I finally found the solution, the objects moved so fast that by the next calculation they had moved through the object with out ever colliding, decreasing the value time step under time in edit project settings I forced the game reduce this occurring.