I am seeing this weird bug where my character’s BoxCollider is getting caught in the seam between two wall BoxColliders. This is a video example of what I am seeing. It only happens when I am moving diagonally into the seam. I have Continous Dynamic on my character’s RigidBody, and I am using rigidBody.MovePosition to move my character.
Here is what I have done to try and fix it:
Added a BoxCollider at the seam
Made the wall BoxColliders smaller
Added zero friction material to wall BoxColliders
Set Default Contact Offset to .000000001
Changed MovePosition to AddForce
Changed MovePosition to just setting the RigidBody.velocity
Changed my character’s collider to CapsuleCollider
Manually merged the two wall BoxColliders to one big BoxCollider
The latter two worked, but I would prefer to keep my character using a BoxCollider, and I would prefer to keep my wall colliders as individual BoxColliders (as to keep par with the course). Any help here would be greatly appreciated.
I’m afraid I don’t understand your problem. The video looks normal. Could you point me to the second in the video and/or share a screenshot so I know what I am supposed to see?
Here are a few things you probably haven’t tried yet according to your list:
Select the walls and all non-moving game objects and tick off “Static” in their Inspector to increase the performance. Do not do that for game objects which are supposed to move during runtime.
Go to the Physic Settings and increase some of the values slightly.
Yeah I took a break to focus on work, but now I have some free time to learn! I’ll try your suggestions and get another video clip.
Basically, I have a wall made of two box colliders, but my character gets stuck in the seam of those two colliders instead of sliding along the side; again, this only happens while moving diagonal
Where is the current physic material? If increasing the friction fixed the problem, it’s not necessary to add a physic material on the player. However, you could try that anyway.
So I tried the physic material on the character, still not perfectly seamless. Both of the frictions (static and dynamic) are 0.03, bounciness is 0, and the other two fields are set to Minimum.