I am creating a Skeetball object. Part of the object is a board with holes in it. Since I want the Skeetball object to be physics enabled, I constructed the holes in the board at the mesh level instead of using opacity textures.
When I activate Physics on the object and then select Self Mesh, I see that the mesh lines properly wrap around the holes (i.e. recognize the mesh holes). However, when I run the project (Realtime or Frame) the physics enabled ball does not go through the hole. The physics act like the board does not have any holes. I have tried making the physics enabled ball much smaller than the hole (and ensured that it uses a Sphere mesh collider) but the results are the same. The wholes in the board act as if they are solid.
Any tricks to making this work correctly? Is there some settings I should ensure that I have set?
"We often compare ourselves to the U.S. and often they come out the best, but they only have the right to bear arms while we have the right to bare breasts"
Bowser and Blue, Busting The Breast