I have seen this question asked before but so far have not found a working solution.
I have a 3d scene made up of tiles of various shapes. Most of these tiles are 1x1x0.2 in scale (but I am planning on having different scales and shapes) and have a mesh collider and a physical material attached. I have a ball with a rigidbody and a sphere collider. When I apply a reasonably fast force (think putting in golf) to the ball is skips/hits/bounces at the joins of the tiles.
I have read that it is an issue with mesh colliders and I should use box or primative colliders instead, but this will limit the shape of tiles I can have. I am using 2017.3 so have no setting for ‘Min penetration for penalty’ that some answers have suggested. I have changed the rigidbody collision detection to ‘Discrete’ and that seems to eliminate the issue but I am worried as it can cause odd collision detection.
There have been some suggestions to change the ‘Fixed timestep’ but that would require a reqork of my force calculations and animations etc… I also want to avoid adding extra box colliders between the seams as again this would limit level design and add quite a lot of work to the building of each level.
Any help would be greatly appreciated as this seems to be a common issue for people working with tiles and so far I haven’t found a true solution.
Thanks in advance.