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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
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
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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.