Here the situation : PhysX 3.3.4 with one callback for the onContact, one triangle mesh and one sphere.
The sphere has one linearVelocity set on the start, gravity disabled and linearDamping at 0.0f to not have friction on the movement.
Depending on the angle the sphere is launched, sometimes the onContact callback is not called.
If I move manually the sphere actor using setGlobalPose, I always got the onContact called.
Any idea why and maybe a solution for this issue ?
Is the sphere responding to the collision but not reporting an event? Or is the sphere passing through the mesh without detecting a collision? If it’s the latter, you may want to try CCD because, without this feature enabled, fast-moving actors can miss collisions if either collision shapes are small or the time-steps are large.
It’s the first, the collision is always there but the event is not always there.
I fixed the bug, was my fault.
I used the flag eNOTIFY_TOUCH_PERSISTS and not eNOTIFY_TOUCH_FOUND in the filter shader.