Hi everyone! I’m currently experiencing what i think is a bug. I’m making a minigolf-like game, and for the bounce, I use Vector3.Reflects. Everything works perfectly… in the Editor. When i build the project (as a .app, a .exe or an ipad app), my bounces became weirds. After some search, i was able to reproduce the bug in the editor. It appears when I change the collisionDetectionMode of my ball from Discrete to Continuous Dynamic.
I think that Unity changes automaticly the collisionDetectionMode when I build without asking me.
After a few Debug.Ray, it appears that the contact.normal is incorrect, it’s slightly leaning (but is fine when the mode is discrete).
Then I tried:
To check the number of contact points at each collision: it’s still 1.
To change the mode of collisionDetection in the script in: fixedUpdate, update, start, OnEnable and Awake. Every time, nothing appens, the collision detection mode is still continuous dynamic
To change the value of the timestep and of the solver iteration Count: no improvement.
So i’m a little desesparate. If anyone has a clue, you’re my last hope.