I have a Space with gravity, and a sphere above a single large triangle StaticMesh. When I simulate, the sphere falls until it hits the StaticMesh and stops - exactly as expected.
However, if I do something like
mySphere.LinearVelocity += new Vector3(10, 0, 0);
as the ball is falling, it then falls straight through the mesh. Note my gravity is on the Z axis, so this linear velocity change is perpendicular (not that it should matter, however).
What am I missing here? I can't see why change the velocity should affect collisions. Thanks so much in advance for any help.
Sphere does not collide with StaticMesh if LinearVelocity has been changed?
Re: Sphere does not collide with StaticMesh if LinearVelocity has been changed?
Assuming that the velocity isn't sufficient to make it simply miss the mesh, and assuming that it isn't falling at a speed so high that discrete updates just happen to miss the collision when it moves sideways a bit, that isn't expected behavior.
Could you reproduce the issue in the BEPUphysicsDemos, or otherwise show an isolated code snippet that reproduces the issue that I could look at?
Could you reproduce the issue in the BEPUphysicsDemos, or otherwise show an isolated code snippet that reproduces the issue that I could look at?