I’m experimenting with several things in BGE for a couple of game ideas. I have several “marbles” (actually just a simple plane with a glowing orb texture UV mapped to it and set to Halo) set up as Rigid Body actors under the Logic panel. These marbles do need to be a little bit on the small side.
I notice that if I set the collision radius smaller than 1, usually below 0.7, or if I set the size of the marble objects small enough, a few or all of the marbles will pass through the floor. This happens whether or not the object is an actual solid object versus a flat plane. If I make the marbles or the collision field big enough, it will sort of work, but then I still have the issue where, 1. they look too big for the scene, 2. they seem to “hover” above the floor, 3. if I still set the collision field too small to compensate for larger marbles they’ll pass through the floor, and 4. if I make the marbles small but have the collision field big enough to compensate they can’t get in close proximity the way I want.
Is there a correction for this or is this just a bug that I have to bear and keep my objects/collision large enough? And if that’s the case, why even allow for collision fields too small to be detected? It makes no sense if it’s not usable with the physics engine if I have to have a bunch of small objects going everywhere. Ideally I want small objects to be able to interact with each other in close proximity, but the BGE seems very flawed in a lot of respects when it comes to physics.