20
votes

I am having trouble keeping game objects inside of a contained space. When they reach the edge, there is some momentary push back but then they will go right through the wall.

I am using a Box Collider on the player, and a Mesh Collider for the level's wall. I am having issues with both a Player Character (a space ship) that the movement is controlled by the player. And with projectiles, which are fire and forget moving at a constant speed.

This is my movement code for my player. It is being run in the FixedUpdate() function.

//Movement
    haxis = Input.GetAxis("Horizontal") * speed;
    vaxis = Input.GetAxis("Vertical") * speed;

    moveVector.x = haxis;
    moveVector.z = vaxis;

    if(moveVector.magnitude > 1)
    {
        moveVector.Normalize();
    }

    rigidbody.MovePosition(transform.position + moveVector * speed);

With the bullets, they are given a velocity and the engine calculates their moviements. They are using Box Collider and it is set as a Trigger so they don't have physics. But I use OnTriggerEnter to destroy them.

//Projectiles without physics collisiions
function OnTriggerEnter (other : Collider) {
    Destroy(gameObject);
}

Some, but not all of the bullets will be destroyed when hitting the mesh collider wall. The player will sometimes hit it and stop, but can usually push through it. How can I make the collisions with the mesh collider work every time?

8
I've even created a simpler mesh collider from the wall's mesh and it didn't help.CLo
How wide are the mesh colliders you use for the screen and how fast can bullets and the player travel? If bullets or the player can move a distance longer than the collider in one frame, there you have it. Also, I'd avoid moving the rigidbody manually. That will only confuse the physics engine and prevent it from optimizing. Move the gameobject's transform instead.Elideb
@Elideb The colliders are about 8 character and 20 bullets wide. They aren't moving completely through the collider in a single frame. If you move the transform Unity will ignore all physics, rigidbody.MovePosition takes physics into account.CLo
You're right, I got the relationship the other way around. Do you take deltaTime into account when calculating speed? Does your character bump repeatedly against the wall until it goes through? What does your character do OnCollision?Elideb
@Elideb The MovePosition() call is called as a result of FixedUpdate() so deltaTime shouldn't be necessary. I haven't been able to find a real pattern of behavior for the collision working / failing.CLo

8 Answers

14
votes

Collision with fast-moving objects is always a problem. A good way to ensure that you detect all collision is to use Raycasting instead of relying on the physics simulation. This works well for bullets or small objects, but will not produce good results for large objects. http://unity3d.com/support/documentation/ScriptReference/Physics.Raycast.html

Pseudo-codeish (I don't have code-completion here and a poor memory):

void FixedUpdate()
{
    Vector3 direction = new Vector3(transform.position - lastPosition);
    Ray ray = new Ray(lastPosition, direction);
    RaycastHit hit;
    if (Physics.Raycast(ray, hit, direction.magnitude))
    {
        // Do something if hit
    }

    this.lastPosition = transform.position;
}
14
votes

I have a pinball prototype that also gave me much trouble in the same areas. These are all the steps I've taken to almost (but not yet entirely) solve these problems:

For fast moving objects:

  • Set the rigidbody's Interpolate to 'Interpolate' (this does not affect the actual physics simulation, but updates the rendering of the object properly - use this only on important objects from a rendering point of view, like the player, or a pinball, but not for projectiles)

  • Set Collision Detection to Continuous Dynamic

  • Attach the script DontGoThroughThings (https://www.auto.tuwien.ac.at/wordpress/?p=260) to your object. This script cleverly uses the Raycasting solution I posted in my other answer to pull back offending objects to before the collision points.

In Edit -> Project Settings -> Physics:

  • Set Min Penetration for Penalty to a very low value. I've set mine to 0.001

  • Set Solver Iteration Count to a higher value. I've set mine to 50, but you can probably do ok with much less.

All that is going to have a penalty in performace, but that's unavoidable. The defaults values are soft on performance but are not really intented for proper simulation of small and fast-moving objects.

6
votes

How about set the Collision Detection of rigidbody to Continuous or Continuous Dynamic?

http://unity3d.com/support/documentation/Components/class-Rigidbody.html

1
votes

So I haven't been able to get the Mesh Colliders to work. I created a composite collider using simple box colliders and it worked exactly as expected.

Other tests with simple Mesh Colliders have come out the same.

It looks like the best answer is to build a composite collider out of simple box/sphere colliders.

For my specific case I wrote a Wizard that creates a Pipe shaped compound collider.

@script AddComponentMenu("Colliders/Pipe Collider");
class WizardCreatePipeCollider extends ScriptableWizard
{
    public var outterRadius : float = 200;
    public var innerRadius : float = 190;
    public var sections : int = 12;
    public var height : float = 20;

    @MenuItem("GameObject/Colliders/Create Pipe Collider")
    static function CreateWizard()
    {
        ScriptableWizard.DisplayWizard.<WizardCreatePipeCollider>("Create Pipe Collider");
    }

    public function OnWizardUpdate() {
        helpString = "Creates a Pipe Collider";
    }

    public function OnWizardCreate() {
        var theta : float = 360f / sections;
        var width : float = outterRadius - innerRadius;

        var sectionLength : float = 2 * outterRadius * Mathf.Sin((theta / 2) * Mathf.Deg2Rad);

        var container : GameObject = new GameObject("Pipe Collider");
        var section : GameObject;
        var sectionCollider : GameObject;
        var boxCollider : BoxCollider;

        for(var i = 0; i < sections; i++)
        {
            section = new GameObject("Section " + (i + 1));

            sectionCollider = new GameObject("SectionCollider " + (i + 1));
            section.transform.parent = container.transform;
            sectionCollider.transform.parent = section.transform;

            section.transform.localPosition = Vector3.zero;
            section.transform.localRotation.eulerAngles.y = i * theta;

            boxCollider = sectionCollider.AddComponent.<BoxCollider>();
            boxCollider.center = Vector3.zero;
            boxCollider.size = new Vector3(width, height, sectionLength);

            sectionCollider.transform.localPosition = new Vector3(innerRadius + (width / 2), 0, 0);
        }
    }
}
1
votes

1.) Never use MESH COLLIDER. Use combination of box and capsule collider.

2.) Check constraints in RigidBody. If you tick Freeze Position X than it will pass through the object on the X axis. (Same for y axis).

1
votes

Old Question but maybe it helps someone.

Go to Project settings > Time and Try dividing the fixed timestep and maximum allowed timestep by two or by four.

I had the problem that my player was able to squeeze through openings smaller than the players collider and that solved it. It also helps with stopping fast moving objects.

1
votes
  • Edit ---> Project Settings ---> Time ... decrease "Fixed Timestep" value .. This will solve the problem but it can affect performance negatively.

  • Another solution is could be calculate the coordinates (for example, you have a ball and wall. Ball will hit to wall. So calculate coordinates of wall and set hitting process according these cordinates )

0
votes

Try setting the models to environment and static. That fix my issue.