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Question by mcGrey · Apr 05 at 04:24 PM · collision detection2d-physics

Wrong 2D collision detection

Hello!

When bullet speed is low, collisions detected too early ot too late (you can see it on first pic - some bullets explode before sprite actually touched box, and some - inside of box). I have tried all combinations of dynamic/kinematic\static body types for bullet and box (and continious/discrete collision detection). Unity 2019.4.21f1

Default Contact Offset: 0.01

Bullet moving code:

 newShot.GetComponent<Rigidbody2D>().velocity = currentGunPoint.transform.right * 2f;

Collision detection code:

     void OnTriggerEnter2D(Collider2D col)
     {
         if (col.gameObject.tag != "Sense")
             Explode();
     }

When bullets speed up (faster 4x times) all collisions detected inside of the box (pic 2).

Am i doing something wrong? Or i should change my collision mechanism? Like add small raycast to every bullet or smth?

Cant upload pics cause of parsing error, so uploaded them to google drive

First collision pic: https://drive.google.com/file/d/1h44a0Qu1N4dpBLuogkYEyPtXQWAx1ux6/view?usp=sharing Second (4x bullet speed) https://drive.google.com/file/d/1I9KAkCSTXQnHUjzao5IJX-Hp5UIOIj4s/view?usp=sharing

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