So I’m randomly generating rolling hills kinda like in the game Tiny Wings. I’m toying with how to control the players collision with said mesh and my latest attempt is causing some issues.
I first make the mesh for the hills then I make a collision mesh that follows the curve of the hill. This works pretty well but every once in a while my character will jump up like he’s hit something. This happens completely randomly and not even in the same spot twice (tried pausing, moving the character back and letting them go over it again).
So my question is, do rigidbodies just not like mesh colliders? It looks like just some sort of collision error but I can’t pinpoint it. I’ve tried all the different forms of interpolation and whatnot.
Any other ideas?
You double posted but anywho. I think what your looking for is enabling the convex option on your mesh colliders (limited to 255 tris) however primitive colliders are your best bet when it comes to rigidbodys. There is plenty of documentation on the matter.
also, check out the unity custom search for simple answers.
http://www.google.com/cse/home?cx=002470491425767499270:iugs1ezlsfq
Yeah, sorry about that. Visiting family out in the middle of nowhere and the interwebs are awful. Thought it had hung up but instead it posted twice.
Anyway, as I understand it convex is for when you want two mesh colliders to collide with each other. This is not the case, my player is using a simple sphere collider and I just want him to move along the ground (my randomly generated hills). I still tried it anyway, but no go. The player still does a little hop every once in a while when they’re moving across the mesh collider.
Don’t think I could use simple colliders seeing as the hills are random and not shaped in a normal and predictable way.
I suppose my other option is through out the idea of colliders altogether and roll my own physics but as I’ve read quite a lot here and on other forums, using the built in physics is always going to be faster if it can be done.
I am too facing the same problem i even tried altering the values of solver iteration count and Min penetration for pena in the physics settings but none of them are working, any help would be greatly appreciated !
Yep, I had the same issue as well. To resolve it I had to add hacks, I don’t recommend it 
If your game is 2D then perhaps you don’t need to roll your own physics but simply integrate another 2D physics engine, that I find works a lot better than PhysX, Box2D.
Good luck.