The problem with physics collision detection is that sometimes when the speed of an object is too high in this case as a result of a force added to the rigid body the collision wont be detected.
Unity physics hang object on wall.
I actually discovered another little extra thing on this topic.
My object begins to spin when collides with the wall.
When my character moves into a wall while in air the force applied to the wall causes the player to stick to the wall for several seconds before falling.
Never ever use the transform to move physics objects.
Thats like sticking a fork into a toaster scrambling it around and expecting the toaster to deliver toast if you want to collide with objects that does never move obstacles walls etc they should also have a collider but not a rigidbody.
Thanks for this solution i may end up having to use it.
So i thought i d post this fix.
The reason is that the code you are executing is running at x ammount of steps per seconds so sometimes the rigidbody will go through the collider.
You could do something like this by not parenting the object to the player s hands and making it kinematic but instead using a physics joint of some kind to have the object be pulled around by the player s hand while still having the physics system solve against collisions with walls etc.
When my character is walking into a wall and jumps the friction with the wall is greater than the force of the jump causing the player to not jump.
What i ve tried and checked.
Noticed a few people having an issue where when jumping they were sticking to walls.
Unity object going through wall.
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Unity c bounce off wall.
The walls are basic cubes with colliders.
Might not be ideal if you have angle.
Turns out that unity s default physics material on all objects has friction settings of 0 4 if you create a new physics material and apply this to your walls then adjust the friction to be 0 then the problem will disappear.
Unity s internal default physics material has no bounce at all.
But whenever the cue ball hits the wall of the table it just stops.
Meaning every object will not bounce unless your override the default physics material or apply a physics material to the objects in your scene with a bounciness value higher than 0.
Ask question asked 1 year 4 months ago.
Object has a non trigger sphere collider.
The cue ball is just a basic sphere game object.