Here's the problem: I'm writing an Arkanoid-like game in Unity 5.3. I'm using 3D physics and simply ignoring z-axis in computations. No gravity, 0 drag and velocity reset every bounce by script. My ball has sphere collider and rigidbody with continuous dynamic collision detection on it, and bricks have box colliders with continuous detection. They are set like tiles, one by one, without gaps.
The problem occurs when a ball collides with two bricks at once, which causes a wrong bounce angle. Smaller sphere colliders makes this situation occur less often, but causes the ball to ignore collisions sometimes and phase through a single brick.
I know the probable reason for this bug, I think a collision with two objects affects ball physics twice. The question is: how to avoid it?