Here's the problem: I'm writing 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 Continous dynamic collision detection on it, and bricks have box colliders with continous detection. They are set like tiles, one by one, without gaps.
The problem occurs when ball collides with two bricks at once, which effects with wrong bounce angle. Smaller sphere collider makes this situation occure less often, but causes ball to ignore collisions sometimes and phase through a single bricks.
I know the probable reason for this bug, i think collision with two objects affects ball physics twice. The question is: how to avoid it?