I cannot figure out what the cause of this is. I really hope somebody can shed some light on the cause.
I have a rigidbody with a simple sphere collider on it. My level is made up of static collidable tiles (all of equal size). When the rigidbody collides with these tiles, certain tiles apply a forward force to it with the following script:
void OnTriggerStay(Collider TheCollider)
{
TheCollider.rigidbody.AddForce(new Vector3(forceMagnitude, 0.0f, 0.0f), ForceMode.Force);
}
Now for some reason when the rigidbody crosses from one tile (the one applying the force) to another (a plain static collidable) it does a little hop as if it's hit a little step or something. I'm sure that my tiles line up perfectly square and that they are airtight where they touch each other.
Any advice would be greatly appreciated. Thanks in advance.