Here is a top-down view of my sphere collider pushed into a corner of my environment mesh collider. It is only reporting one collision, and that is the collision with the north wall; the angled wall is being entirely ignored.
If you continue to move the collider to the left, eventually the physics system kicks in and reports a second collision, but Unity seems to get confused and collisions with both walls will flicker on and off. Flat walls and corners with 90 degree angles work 100% of the time.
Please note that this is NOT a fast-moving rigidbody and I’ve tried every permutation of interpolation, collision detection, kinematic, and penetration penalty.
So, is this some sort of limitation on Unity’s internal collision detection? Does it not like obtuse corners? Does it only check on fixed angles or something? Or have I not thought of something?
Thanks!