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    <p>I have a pinball prototype that also gave me much trouble in the same areas. These are all the steps I've taken to almost (but not yet entirely) solve these problems:</p> <p>For fast moving objects:</p> <ul> <li><p>Set the rigidbody's Interpolate to 'Interpolate' (this does not affect the actual physics simulation, but updates the rendering of the object properly - use this only on important objects from a rendering point of view, like the player, or a pinball, but not for projectiles)</p></li> <li><p>Set Collision Detection to Continuous Dynamic</p></li> <li><p>Attach the script DontGoThroughThings (<a href="https://www.auto.tuwien.ac.at/wordpress/?p=260" rel="noreferrer">https://www.auto.tuwien.ac.at/wordpress/?p=260</a>) to your object. This script cleverly uses the Raycasting solution I posted in my other answer to pull back offending objects to before the collision points.</p></li> </ul> <p>In <a href="http://unity3d.com/support/documentation/Components/class-PhysicsManager.html" rel="noreferrer">Edit -> Project Settings -> Physics</a>:</p> <ul> <li><p>Set Min Penetration for Penalty to a very low value. I've set mine to 0.001</p></li> <li><p>Set Solver Iteration Count to a higher value. I've set mine to 50, but you can probably do ok with much less.</p></li> </ul> <p>All that is going to have a penalty in performace, but that's unavoidable. The defaults values are soft on performance but are not really intented for proper simulation of small and fast-moving objects.</p>
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