Hello, I think this might be an instance of phantom collisions. I’m aware of a number of threads on this:
I am just using the plane mesh for now. I am using ApplyLinearImpulse to move a ball (sphere shape) forward. With the mesh collider on my plane, the ball hits the inner edges and bounces up a little. I have set Restitution to 0 for both Physics Shapes, and it’s minimal but still noticeable. I also have linear damping set to 0 as I want my ball to free roll.
It appears as if it’s hitting the edges. Almost as if for a moment in between faces, it drops down due to gravity for a fraction and gets k…
When a ball rolls over the edge between 2 box colliders it gets nudged into the air. I believe this is because the ball is colliding with the underground perpendicular faces of 1 or both of the boxes.
I’ve previously posted about a similar issue where a ball will collide with the edges of flat colliders like adjacent planes or even the internal edges in a mesh. This particular problem can be solved by modifying the collision normals to use a face normal instead of an edge normal.
However, this…
I'm curious about this because I need to get the face normal directions of the collider that touches my player object, which is a sphere.
I need it for the controls. So what does it returns?
does it return the direction of the contact points between entityA and entityB?
Unfortunately, I’m unaware of a full solution to this issue. In the last thread I’ve post a partial solution that works only for internal edges but fails to correctly handle transitions between different colliders.