I am working on creating a scenario in my world where a ball enters a tube with multiple sections. To achieve this, I have constructed the tube using a series of box shapes that I manipulate by moving and rotating them to form the complete structure of the tube. Progress has been good so far.
However, I am facing challenges when it comes to the collisions between these tubes and the ball (which is represented by a single sphere shape). Depending on the velocity at which the ball is propelled, there are instances where the ball passes through the tube as if there were no obstacles present. When applying a lower velocity value, the collision behaves as expected.
I have attempted various solutions such as increasing the number of iterations in the solver, adjusting the step of the world, and modifying different options of the contactMaterial. Unfortunately, none of these fixes have yielded positive results. As I am relatively new to Cannon.js and physics engines in general, I am left wondering if there is a specific configuration setting within my world that I may be overlooking.
To visually demonstrate how velocity impacts the collisions based on the 'three_fps' example, I have created two brief gifs:
with a shootVelo at 10:
with a shootVelo at 60:
Any assistance or advice on resolving this issue would be greatly appreciated! Thank you :)