I made some minimechanism of flat golf game, but problem is that from time to time ball flies through the ground. Ground has “mesh” type shape for colissions. Ball is “Sphere” type.
Changing properties of rigid body world like “Steps per second” or "“Solver iterations” doesnt change situation. Is there any other workaround for precision of simulation?
Here is video showing problem, video has low framerate thats why movement looks not very fluent.
Looks like the problem appears on big angles (close to perpendicular), so its kind of “tunelling” effect