Timeline for Is it possible to tile box colliders without causing "false" collisions in Unity3D?
Current License: CC BY-SA 3.0
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Sep 15, 2018 at 0:24 | comment | added | DMGregory♦ | To clarify: the way to use edge colliders is not to tile them side-by-side, it's to have one edge collider that represents all edges in the perimeter of your object. That way all the knowledge needed to resolve a collision involving multiple adjacent edges lives in one place, and the physics engine can solve them simultaneously, rather than solving them one at a time and creating undesired behaviour at the seams between them. | |
Feb 10, 2015 at 16:36 | comment | added | Mythics | That's all I could come up with as well, but after tiling edge colliders next to each other, I noticed they could cause the exact same effects as the box colliders so instead I've went with the second part of your suggestion which did take some time to script.. but I think is very worth it. | |
Feb 10, 2015 at 16:34 | vote | accept | Mythics | ||
Feb 6, 2015 at 3:02 | history | answered | DMGregory♦ | CC BY-SA 3.0 |