Hi, guys. I’m beginning with Unity and I decided to create a test project to check out how rigidbody and collision detection works on Unity.

I created a very simple sample project (http://uxp.com.br/downloads/RollerBall.zip) and my idea is to create a tile based terrain where a ball would roll on. Then, at the ball script, I applied a initial force so the ball don’t stay bouncing in Y axis forever. The problem I found is related to the edges of two side by side tiles. I supposed that Unity would consider that the tiles are “touching” each other, and then, consider then as “one bigger tile” (or a plain surface), but it’s not true. When the ball hits exactly the tile edge, it bounces back. If you download the demo project and hit play, you will see the ball hitting this edge and behaving weirdly. If you change the Ball Script rigidbody velocity X axis to 1.9, it won’t hit the edge and will behave normal (but I know that in a real game, the edge collision would still be possible to occur).

My question: Is there a way of telling Unity to consider these side by side tiles as a unique rigidbody/plain surface? Or to avoid this kind of edge collision? I want to keep the tile approach, since I would like to break some tiles, texture then differently, change it’s materials and things like that.

Note: as this is my first question, if you need more details, just comment and I’ll put them here.

We encountered the same problem and have found only one solution yet: create a meshcollider at runtime that contains all pieces in one connected mesh.