Unity object going through wall










0















What I've tried and checked:



  1. Object has a non-trigger sphere collider

  2. Object has RigidBody

  3. Object has very low mass

  4. Object is using Continuous Collision Detection

  5. I am adding a low force to the RigidBody at Start, not Update, instead of manually moving every frame

  6. Wall has a non-trigger box collider

  7. Wall has RigidBody

  8. Wall is using Continuous Collision Detection

Some other things to note that I don't think the matter is that the object's parent also has a RigidBody.



Before this, I was using a RayCast to move it out of the ground, but that was causing bugs when it went over inclines, and I would really like it to just work, but for some reason, the ball just goes through inclines, instead of going up them, even after everything else I've tried.










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  • Is it possible that your sphere of your sphere collider is just not exact enough?

    – NtFreX
    Nov 13 '18 at 8:24











  • I don't think so. At this point, I got it to move using AddForce every frame, and it hits walls, but it stops on the way up inclines, and I don't know why. I tried rotating the vector that's adding the force, but that didn't go the way I thought.

    – AustinWBryan
    Nov 13 '18 at 8:35











  • Maybe are you in the case in which the wall is thin and the sphere is moving too fast?

    – Andrea
    Nov 13 '18 at 9:49











  • How about Collision Layers?

    – Morasiu
    Nov 13 '18 at 10:12












  • Posting some code could be really helpful. Also, are you manually telling the ball to ignore certain layers?

    – Immorality
    Nov 13 '18 at 14:15















0















What I've tried and checked:



  1. Object has a non-trigger sphere collider

  2. Object has RigidBody

  3. Object has very low mass

  4. Object is using Continuous Collision Detection

  5. I am adding a low force to the RigidBody at Start, not Update, instead of manually moving every frame

  6. Wall has a non-trigger box collider

  7. Wall has RigidBody

  8. Wall is using Continuous Collision Detection

Some other things to note that I don't think the matter is that the object's parent also has a RigidBody.



Before this, I was using a RayCast to move it out of the ground, but that was causing bugs when it went over inclines, and I would really like it to just work, but for some reason, the ball just goes through inclines, instead of going up them, even after everything else I've tried.










share|improve this question
























  • Is it possible that your sphere of your sphere collider is just not exact enough?

    – NtFreX
    Nov 13 '18 at 8:24











  • I don't think so. At this point, I got it to move using AddForce every frame, and it hits walls, but it stops on the way up inclines, and I don't know why. I tried rotating the vector that's adding the force, but that didn't go the way I thought.

    – AustinWBryan
    Nov 13 '18 at 8:35











  • Maybe are you in the case in which the wall is thin and the sphere is moving too fast?

    – Andrea
    Nov 13 '18 at 9:49











  • How about Collision Layers?

    – Morasiu
    Nov 13 '18 at 10:12












  • Posting some code could be really helpful. Also, are you manually telling the ball to ignore certain layers?

    – Immorality
    Nov 13 '18 at 14:15













0












0








0








What I've tried and checked:



  1. Object has a non-trigger sphere collider

  2. Object has RigidBody

  3. Object has very low mass

  4. Object is using Continuous Collision Detection

  5. I am adding a low force to the RigidBody at Start, not Update, instead of manually moving every frame

  6. Wall has a non-trigger box collider

  7. Wall has RigidBody

  8. Wall is using Continuous Collision Detection

Some other things to note that I don't think the matter is that the object's parent also has a RigidBody.



Before this, I was using a RayCast to move it out of the ground, but that was causing bugs when it went over inclines, and I would really like it to just work, but for some reason, the ball just goes through inclines, instead of going up them, even after everything else I've tried.










share|improve this question
















What I've tried and checked:



  1. Object has a non-trigger sphere collider

  2. Object has RigidBody

  3. Object has very low mass

  4. Object is using Continuous Collision Detection

  5. I am adding a low force to the RigidBody at Start, not Update, instead of manually moving every frame

  6. Wall has a non-trigger box collider

  7. Wall has RigidBody

  8. Wall is using Continuous Collision Detection

Some other things to note that I don't think the matter is that the object's parent also has a RigidBody.



Before this, I was using a RayCast to move it out of the ground, but that was causing bugs when it went over inclines, and I would really like it to just work, but for some reason, the ball just goes through inclines, instead of going up them, even after everything else I've tried.







c# unity3d physics






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edited Nov 13 '18 at 7:22









Elham Esmaeeli

798




798










asked Nov 13 '18 at 7:15









AustinWBryanAustinWBryan

2,33621332




2,33621332












  • Is it possible that your sphere of your sphere collider is just not exact enough?

    – NtFreX
    Nov 13 '18 at 8:24











  • I don't think so. At this point, I got it to move using AddForce every frame, and it hits walls, but it stops on the way up inclines, and I don't know why. I tried rotating the vector that's adding the force, but that didn't go the way I thought.

    – AustinWBryan
    Nov 13 '18 at 8:35











  • Maybe are you in the case in which the wall is thin and the sphere is moving too fast?

    – Andrea
    Nov 13 '18 at 9:49











  • How about Collision Layers?

    – Morasiu
    Nov 13 '18 at 10:12












  • Posting some code could be really helpful. Also, are you manually telling the ball to ignore certain layers?

    – Immorality
    Nov 13 '18 at 14:15

















  • Is it possible that your sphere of your sphere collider is just not exact enough?

    – NtFreX
    Nov 13 '18 at 8:24











  • I don't think so. At this point, I got it to move using AddForce every frame, and it hits walls, but it stops on the way up inclines, and I don't know why. I tried rotating the vector that's adding the force, but that didn't go the way I thought.

    – AustinWBryan
    Nov 13 '18 at 8:35











  • Maybe are you in the case in which the wall is thin and the sphere is moving too fast?

    – Andrea
    Nov 13 '18 at 9:49











  • How about Collision Layers?

    – Morasiu
    Nov 13 '18 at 10:12












  • Posting some code could be really helpful. Also, are you manually telling the ball to ignore certain layers?

    – Immorality
    Nov 13 '18 at 14:15
















Is it possible that your sphere of your sphere collider is just not exact enough?

– NtFreX
Nov 13 '18 at 8:24





Is it possible that your sphere of your sphere collider is just not exact enough?

– NtFreX
Nov 13 '18 at 8:24













I don't think so. At this point, I got it to move using AddForce every frame, and it hits walls, but it stops on the way up inclines, and I don't know why. I tried rotating the vector that's adding the force, but that didn't go the way I thought.

– AustinWBryan
Nov 13 '18 at 8:35





I don't think so. At this point, I got it to move using AddForce every frame, and it hits walls, but it stops on the way up inclines, and I don't know why. I tried rotating the vector that's adding the force, but that didn't go the way I thought.

– AustinWBryan
Nov 13 '18 at 8:35













Maybe are you in the case in which the wall is thin and the sphere is moving too fast?

– Andrea
Nov 13 '18 at 9:49





Maybe are you in the case in which the wall is thin and the sphere is moving too fast?

– Andrea
Nov 13 '18 at 9:49













How about Collision Layers?

– Morasiu
Nov 13 '18 at 10:12






How about Collision Layers?

– Morasiu
Nov 13 '18 at 10:12














Posting some code could be really helpful. Also, are you manually telling the ball to ignore certain layers?

– Immorality
Nov 13 '18 at 14:15





Posting some code could be really helpful. Also, are you manually telling the ball to ignore certain layers?

– Immorality
Nov 13 '18 at 14:15












1 Answer
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~Try this:
in Rigidbody properties, try to change Collision Detection to Continuous instead of discrete. Let me know if that helps.






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    1 Answer
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    1 Answer
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    ~Try this:
    in Rigidbody properties, try to change Collision Detection to Continuous instead of discrete. Let me know if that helps.






    share|improve this answer



























      1














      ~Try this:
      in Rigidbody properties, try to change Collision Detection to Continuous instead of discrete. Let me know if that helps.






      share|improve this answer

























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        1







        ~Try this:
        in Rigidbody properties, try to change Collision Detection to Continuous instead of discrete. Let me know if that helps.






        share|improve this answer













        ~Try this:
        in Rigidbody properties, try to change Collision Detection to Continuous instead of discrete. Let me know if that helps.







        share|improve this answer












        share|improve this answer



        share|improve this answer










        answered Nov 13 '18 at 10:21









        DrDevDrDev

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