Hi, Im quite new to unity (started about a month ago) and Ive been working on a mock up of a FPS using unity primitives to help me learn the ropes before I go into anything major. So far Ive created some basic movement controls and a pistol that shoots bullets. The problem Im having is that when the gun fires the bullets I also made it eject a small cube with a rigid body component to represent an empty shell, but for some reason the shell passes through the floor (a flat plane with a mesh collider).
This person http://answers.unity3d.com/questions/2666/rigidbody-sphere-falls-through-collider-plane sounds like they had a similar problem, but if I scale cube that represents the shell to 1,1,1 it works but makes it half the size of the character and if I scale everything else to match it causes everything to run very slowly.
Another problem Im having is that if the character is moving while he shots it adds way too much force onto the rigid body causing it to behave oddly. For example, the shell flies out the left side of the gun after I instantiate it (Rigidbody. velocity = transform. TransformDirection(Vector3 (-1,0,0)); ) to simulate the force of the ejection. But if Im strafing left at the time it sort of cancels out the initial force of the shell causing it to fall through the gun or appear to fly right.
Im really sorry if this doesnt make much sense, I have dyslexia so I find stuff like this exceptionally difficult.
Is there any way I can make this work or should I give up on it?