Search Issue Tracker

Third Party Issue

Votes

3

Found in

2018.4

2020.1.1f1

2020.2

Issue ID

1269181

Regression

No

Rigidbody tunnels through static collider when using Sweep-based Collision Detection

Physics

-

How to reproduce:
1. Open attached "ContiniousCollisionDetection.zip" and SampleScene
2. Enter the Play mode
3. Press Space Key to spawn 2 Projectiles for each CCD case
4. Observe the Game view

Expected result: Projectiles with Sweep-based Continuous or Continuous Dynamic Collision Detection do not tunnel through static colliders
Actual result: Projectiles with Sweep-based Continuous or Continuous Dynamic Collision Detection tunnel through static colliders

Reproducible with: 2018.4.26f, 2019.4.8f1, 2020.1.2f1, 2020.2.0a20

Notes: Also, in the Sweep-based cases, the Projectile that does not tunnel, still penetrates the box before being deflected

  1. Resolution Note:

    Limitation of the algorithm that PhysX has in place. Basically, it will try to pull out of the overlapping state by moving along the minimal translation vector. When a projectile is this close to a face, it will be pulled through it. Whereas a projectile approaching the box from the middle will be pulled out backwards -- hence the difference. Workaround: Either simulate at higher frequency, or expand colliders in the real scene.

Add comment

Log in to post comment