How to make Quads flush with each other - unity3d

I'm making a game where I move a red cube across a plane with arrow keys (I am setting the velocity in order to get a constant speed) Here is a preview:
game
Currently, I am just using a plane with a grid material/texture. However, I wanted to change one of the tiles in this grid to a different color and detect when my cube passes over it.
My idea was to simply replace the plane with a bunch of quads. However, when I do that and try to navigate my cube across the quads, it seems to collide with the side of the quad and flip up, despite the fact that they are all at the same height and positioned right next to each other.
Is there a way to make the quads flush so when I push my cube over it, it won't collide with the side of the quads? Is there a better way to create this behavior?

You can disable colliders at this quads and add invisible big plane with collider

Related

How to make a rotating plane rotate (move) an object sitting on it

I'm trying to make a car (or any object) in rotate when sitting on a plane surface or inside a tube shape. Currently the car acts like it has 0 grip on those surfaces (even tough the car moves without any problems when accelerating, but the objects don't move the car)
What I've tried so far:
putting a Physics Material on the tube & plane but has no effect
tuning the parameters of the Physics Material, no effect
marking the animation's Update Mode of the tube and plane as "Animate Physics", no effect
increasing the traction of the car (uses RCC), no effect
increasing the mass of the car..nothing
increasing mass of wheels, nothing
tried googling the problem, either didn't write the right terms or just couldn't find anything
Any help would be appreciated.
Thanks!
You need to rotate the plane and the tube using their Rigidbody with the AddTorque method or similar. If you just rotate them via their transform it has no effect on the physics system.

Very weird position "snapping" with simple box colliders?

Im not even sure what is happening here but I'm just trying to make objects fall normally onto the floor - they need gravity/be able to be pushed around, but just fall onto a static floor object.
I have a cube and my floor mesh. Floor mesh has this:
Cube has this:
Initially I'll have my cube just positioned right over the floor. Then I press play and pause, within one second it's 100 m away, spinning/falling. What could be happening here?
You may face problems with small size colliders due to how the physics engine works. Increase size of colliders and see if it helps. If you really need colliders this small, try changing the Default Contact Offset in Physics Manager.

Collider for blender pot model inside Unity

i've made a simple pot model inside blender:
So the idea is that after importing to unity, generating mesh collider, adding ridgin body i would like to be able to put smothing inside the pot. Now it's generating collider but without a "hole" inside, so if i throw smth inside it just bounce off the top. Is there any way to do it simple way? I'd like to avoid making a collider by hand in unity, using cubes and so...
Image overview:
Your collider needs to be concave
It isn't clear from your question how you're "generating mesh collider," but the results are clearly generating a convex collider.
That said, some things to know about mesh colliders (and concave ones even more so): They are very compultationally heavy to calculate, so they should never...
move
scale (especially non-uniformly)
rotate
...at runtime.
Alternatively you can use multiple box colliders in the same orientations as the side-segments of your can (along with one or two for the bottom, depending on how small of an object you'll be dropping inside).
Uncheck the generate collider box from the import settings, add a mesh collider component and check convex.
I would use four or six box colliders for the walls of the pot and another for the floor. You can scale each box collider along each axis, but if you want to rotate a box collider you will need to give it a parent and rotate the parent. Box colliders are very low cost for the physics engine compared to mesh colliders.

Make a group of sprites ripple when another sprite collides with them?

I have created a basic animation that consists of a 3x3 grid with square sprites dropping into this grid from the top, then dropping out once the grid is full.
I would like to send a ripple through the sprites already present in the grid when a new one joins them (from the origin of the new sprite). I have not used SpriteKit before so am a little unsure of where to go from here; do I need to use collision masks? How do I cause that collision to be passed through the sprites?
Any pointers would be appreciated.

mouse joint is not working to restrict the ball in the half part of the screen

Hi guys I Am developing the application in cocoas2d using the box 2d frame work but unfortunately
i'm not able to restrict the gray ball in the half screen area of the image shown here
i want that ball not to go opposite part of the screen
I Have Used The b2Mousejoint For to move the ball around the screen
b2PrismaticJointDef restrict on any particular axis
But
i want to restrict on the particular rect area of the screen
You could create your custom distance joint which will restrict global axes of the ball. But it will be hard if you never write your own physics engine.
There are 2 easier ways to implement what you want.
Create 4 static "border" boxes around the area where the ball must stay. Then place the ball and the boxes into one collision group.
However, the response of the "border" boxes will not be instant. Therefore, the ball at high speed will sometimes "sink" into the boxes, then be popped out.
You can correct the position and reset the speed of the ball manually in code when it crosses the bounds of the desired area. But it may lead to the unstable physics simulation.