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Bug Collision troubles

Discussion in 'Physics for ECS' started by Wieditleestisgek, Jul 2, 2022.

  1. Wieditleestisgek


    Dec 18, 2016
    N1 (bug?)
    (edit1: not just static and kinematic, also for dynamic)
    this problem is worse in unity 2021 compared to 2020 (using unity physics, only for static/kinematic objects)

    Objects behind static/kinematic objects get momentum imparted and sometimes (but reliably) collision triggers from objects that hit the static object from the front,
    so if i put Object A right behind static Object B Object C will apply force and may trigger collisions with Object A unless Object A is a certain distance away from Object B even though Object C never goes past Object B

    ^ momentum impartation already happens at speeds of 30m/s with a 30cm thick cube in unity 2021, increasing solver iterations reduces the velocity added to the rear cube, changing physics steps seems to have no effect, changing projectile size seems to have no effect.

    N2 (problem)
    Componentdata is not up to date within a icollisioneventjob
    when i use componentdata<translation/localtoworld> at a icollisioneventjob it is still showing the previous frame's position instead of the position at the hit

    for example
    Componentdata<translation/localtoworld> position.z is at -1.5f
    ^ bullet position.z at collision should be -0.055
    previous frame position.z == -1.5f
    Last edited: Jul 2, 2022