Unity 3D Sphere penetrating cloth - c#

I imported an fbx cube from blender with a lot of vertices to Unity. I added the constraints and set the sphere collider to my sphere game object. The problem is that regardless of the sphere's mass and other Rigidbody settings, the sphere still penetrates the cloth even if i set the stretch and bending stiffness both to 1. I tried tweaking other cloth settings but to no avail. What should i do please? Thanks.
Cloth Issue

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Avoid the character jumping because of capsule collider

My unity game have a character with a capsule collider. When the character hit another collider on the spherical part of the capsule, the character is send in the air. How to avoid that?
Here is a video to explain the problem
I already have some solutions but it doesn't really work:
Use a cylinder collider instead of capsule, but it doesn't exist. I tried to make one with meshcollider and the result is not as good as a caspule collider since the meshcollider is not perfectly rounded. I also tried to make one with many rect collider but it produce same problems as meshcollider.
Set a really big gravity force when the character is on the ground, but the problem is that I have inclined planes in the game, so it doesn't work neither.
Thank you for your help
I might not be right but I think you should delete the capsule collider and add a Mesh Collider or you could also just add colliders to each part of the player which would take longer but I think that's what you're needing. So add sphere colliders to the head, box colliders to the arms and etc.
You can propably fix the unwanted behavior:
with a different physics material for your colliders. Removing bounciness may help.
by adjusting scales of your objects.
by changing the collider of the ground from a box collider with sharp edges to a mesh collider with slopes on the edges.
by adding a code that will snap your character to the ground.
There is a great tutorial on character movement from Catlike Coding I can recommend: A series about controlling the movement of a character.

Colliders not working in Unity3D 2D Project

I have 2 colliders, its a game where I have a ball, and a Labyritnh. The ball should pass through the labyrinth and collides with the labyrinth's walls.
But I have a problem, the physic aren't working that well, the collider don't work.
I have a rigidbody and a collider in both of these objects.
Also, I have a problem with choosing box or edge colliders.
Because it is a labyrinth, I need to design the colliders with some complex shapes.
I have used edges colliders and box colliders but the ball is passing through all these colliders like nothing, It seems like its not working.
Can someone help me?
you need a rigid body object attached to at least one of them for the colloders to work.
make each wall individually and use rectangel colliders. add a rigidbody component, and set that rigid body to kinematic. should work then.

Collision between Box Collider 2D and Polygon Collider 2D not working

Currently I am working on a networked 2d platform game.
My player is an empty object which serves as a parent to my actual graphics etc. The empty object has a rigidbody (3d) attached to it as it needs to have one in order to use the configurable joint component ( note: I move my player around using this 3d rigid body).The player body however, a child to the graphics, has a box collider 2d attached to it as it after all it is a 2d game and has to collide with other 2d objects.
My platforms have polygon collider 2ds attached to them (which is connected to a platform effector if that is worth mentioning).
Now, even though both my player body (which is a child to graphics which is a child to my player object) and my platforms have 2d colliders on them they do not collide and can simply go inside each other (neither of them is marked as isTrigger).
In order to solve this I thought I would add a rigidbody 2D to the player body and see if that would do anything. Now upon adding the rigidbody 2D collisions did work but as soon as I made the rigidbody 2D have all position and rotation constraints ticked or as soon as I made it kinematic or static it would cease to collide with my platforms. The problem is I need to have the rigidbody 2D be static or not be able to move as I am currently moving my player object using the rigidbody (3d) attached to it and do not want any additional movement of the player body upon colliding with objects.
I know this is quite a lot of information, so if you have any questions or would like further information just comment and I will be quick to respond. Thank you :-)!
Edit:
2d ray casts are also unable to hit the player body box collider 2D
Edit 2:
So to recap:
If either the player body or the platform has a rigidbody 2d that is not static (dynamic) and can move collisions work. However currently I only have a rigidbody 2D on my player body which has to be static though (as explained earlier) as well as a box collider 2d. My platform(s) on the other hand currently only has a polygon collider 2d as I do not see why it would need a rigidbody 2D.
A static collider won't detect the collision with another collider if it doesn't have a rigidbody, if it is static or if it has a kinematic rigidbody. At least one of your two objects needs to not be static and to have a rigidbody which is not kinematic to be correctly detected. So you do need to add a Rigidbody2D to your platform.
When you have a doubt about why a collider wouldn't collide with another one, always refer to this page of Unity's documentation which sums up which kind of collider will collide with another one.
Rigidbody2D can't collide with Rigidbody3D, here's a workaround though
http://answers.unity3d.com/questions/580769/can-rigidbody-2d-collide-with-3d-colliders.html

Dragger with collider on Unity 3D

I´m making a simple CAD application on Unity 3D using C# to configure closets. I'm trying to limit the movement of the shelves so you can move them only on the hole, so I have a dragger attached to every piece of the closet I want to move, but obviously they can cross with each other.
I thought I could use the collider system that Unity has to limit this movement but since I never worked with Unity before I´m kinda lost. This is my dragger so far:
mousePosition = new Vector3(Input.mousePosition.x, cubo_tmp.transform.position.y, distance);
objPosition = Camera.main.ScreenToWorldPoint(mousePosition);
objPosition.Set(objPosition.x, cubo_tmp.transform.position.y, cubo_tmp.transform.position.z);
I keep y and z components so it can move only in one direction.
Box Colliders are best for cuboid shaped objects.
In the editor, if you click GameObject > 3d Object > Cube, Unity will add a cube with a Box Collider to your scene:
If you want to add a Box Collider to a GameObject that doesn't have one, click Add Component in the Inspector panel and type in "Box Collider" to find it. It looks like this:
Note: If the IsTrigger box is checked, the Collider acts as a Trigger rather than a Collider.
A GameObject with a Collider will "collide" with any other GameObject that also has a Collider, with a small exception involving 2 Mesh Colliders that are both set to Convex.
EDIT: I think you are able to intersect the objects because you are modifying Transform.position directly in your code. This might override the collision behaviour.
Also Go to Edit > Project Settings > Physics and make sure your layer collision matrix allows collisions for the layers on which your objects are placed.

GameObject shaped like a piece of cake in Unity 5?

sorry for my bad english. I'm from germany^^
My question:
Is it possible to transform an empty game object into a shape that Looks
like a Piece of cake? I have a round terrain and I want to "cut" it in
three pieces of cake, because I want to play different music in all three areas. I Need These pieces of cake as a box/mesh collider or something like this, so I can Play different Songs if the Player collides with the box/mesh collider.
Ideas anyone? Please help me. :)
Is it possible to build an object in Blender for example and use it
as an invisible box collider?
Create the shape in Blender. Create a MESH COLLIDER. Assign your piece of cake model to the MESH parameter of the MESH collider. Scale it. Position it. set it as trigger and VOILA!
This would be the mesh you create in blender (RED)
then,
void OnTriggerEnter(Collider other) {
//play song
}
The other answers have covered options of generating a mesh outside of Unity and using it to make a mesh collider trigger for your music changes.
Other options:
Native Unity collider option:
Use two native cube mesh colliders to create a sandwich of two thin colliders at the borders where the music needs to change. Do some OnTriggerEnter/OnTriggerExit scripting to make the music change correctly when the player crosses the borders.
Pure scripting option:
Use the player position relative to the "center of the cake" point to calculate when to change the music based on where the player is located.

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