PolygonCollider2D move fast insert into another, stick together forever, cause very slow.


You can see the purple contact point lines!

If i render the the AABB, you can see:


I use PolygonCollider.SetPath() with the starship outline points, it generates each inner shape a AABB box, If there’s a way let me to make just one AABB box for each polygon collider, it may can avoid most overlaping.

Because the starship flys fast, about 70m/s at fastest. And the width of the starship is about 1~2m.
I have the rigidbody2d collisionDetectionMode to Continuous. And the setting is:
3066298--230513--collider_overlap4.png

I just wondering, if I have body combined with polygon shapes, and it will move fast. What is the efficient way to avoid Colliders stick together when fast hit?

When they stick together, the FPS drop down to 2~3, forever slow if there is no other force to impulse them separated.

Any idea? Just can not believe Continuous mode will encounter crash overlapping…