Rigidbody slides through collider objects at higher speed

Hi,

Rigidbody Objects aren’t working well for me, because when they hit an object (with a collider attached to it) which moves fast, the Rigidbody Objects slide through the other objects or jam themselves in the collider object, which causes a very strange behaviour (especially with complex rigidbodys, e.g. ragdolls).

How can I stop this unrealistic behaviour? In my test, a plane or a cube should hit a ragdoll at its feet so the ragdoll is blown away in the sky. But instead of being blown away the ragdoll stays at it’s position and the plane or cube moves through it - when the plane or cube moves fast. If it moves slowly, everything works realistically, but then the ragdoll isn’t blown away strong enough (logical).

Do you have any ideas, or will that problem not occur if I move the collider-objects per script and not per hand in the editor?

thank you very much!

The physics simulation needs to sample at a higher rate or you need to detect that there is, or will be, a collision sooner. This happens when high velocity objects pass the collision bounds in between collision frames/tics. Some simulations actually correct for this and move the object back out of the volume. Still learning Unity so I’m not 100% knowledgeable of the physics engine yet, but those are the usual symptoms of this type of problem.