Hi, I’m trying to make some kind of “projectiles” using physics, by applying them a force and a torque. I’m testing the collisions between equal projectiles (they are axes right now), and weird things happen.
Sometimes, all goes ok, and they crash in the air and get deflected, just as I want. But some other times, they get stuck in the air, like if their colliders got inside the other one, and remain static in the air. I attached a pic of this happening.
So, how can I get rid of this problem, and make my projectiles to always get deflected?
Thank you all!
please, anyone? I really need to get this solved…
There’s a couple things I’d do to help that. First the collider you’re using on the weapon is pretty thin, if you’re able to increase the size without compromising gameplay or effects, do it. If you’re still having problems with it you can use Continuous/Continuous Dynamic collision detection set on the rigidbody of your objects.
If you’re STILL not getting the result you want, you can also try to decrease the fixed timestep (Edit → Time - Fixed Timestep) that your game is running at. Do note that this can severely decrease performance with many rigidbodies running at once.
Hope that helps! 
Thanks for you aswer! I was already using Continous dynamic detection. I figured out that using just Continous, it has better results (I don’t actually understand the difference, but it seems like this). I’ve made the box thicker, and also improved a little bit more the good cases. BUT, there are still some cases where it happens…
Reducing the fixed timestep seems the most effective way to get rid of them, but I’m a little worried about the game performance in later phases. I’ve configured it to 0.01, will it be too much? There won’t be a lot a rigid bodies in the scene at the same time, in the worst case scenario, maybe 20.