Prevent colliders from passing through each other.

The best way to Prevent colliders is to use Ray-casting instead of depending on the physics simulation. This is helpful for bullets or small objects, but will likely not provide great results for large objects.

Prevent colliders from passing through each other.


Avoiding your objects from passing with each other is really tricky especially for fast moving objects like bullets and Prevent colliders.

Today we made tutorial and script for you to show how to prevent colliders from passing through each other.

The best way to make sure that you detect all collision is to use Raycasting instead of depending on the physics simulation. This is helpful for bullets or small objects, but will likely not provide great results for large objects.


 Below answer is from stackoverflow


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;
}




see also: Concave collider

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Unity 3d Tutorials: Prevent colliders from passing through each other.
Prevent colliders from passing through each other.
The best way to Prevent colliders is to use Ray-casting instead of depending on the physics simulation. This is helpful for bullets or small objects, but will likely not provide great results for large objects.
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Unity 3d Tutorials
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