Rolling parts get caught on edges between parts

I am trying to create a system where wheels can roll along guided tracks made out of segmented pieces that are connected end to end.

Wheel:

Tracks:

For some reason, parts of all kinds (meshes, or even with a plain cylinder part) get caught on the edges where two part segments connect on these rails as they roll toward them, regardless of whether the tracks are made of regular parts or mesh tracks (even with precise convex decomposition collision fidelity).

This causes the wheels to get caught on each segment of the tracks even though there is nothing visibly blocking it from moving forward…


It’s really weird that you can see the wheel visibly lift itself over the edges of these segments, even though there’s nothing there it should be colliding with :man_shrugging:

If there is no way around this, are there some alternative approaches to wheel tracks that anyone could suggest?

Did you check the wheel’s collision mode? Maybe that is the issue.

Train wheels are designed with a slant in the real world. Here’s what they should look like:


A perfectly cylindrical wheel can get caught.


If you want to stick with the outlined design (wheels on both sides of the rail), you would make the wheel tilt outwards rather than inwards like the image above.

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Collision fidelity on both the tracks and wheels are PreciseConvexDecomposition. The media attached are also shown with “Show Decomposition Geometry” enabled in settings as well, so it’s definitely not the wheel, the wheel rolls fine along singular parts or along floors. It’s getting caught on the edges in spite of all that.

Really appreciate the quick response! This seems to work quite well.

I was not the creator of the cart schematic in the original post, but here’s an adapted schematic based on what you suggested:


I also included these sort of low-friction ‘coaster’ parts in the center to help guide it along the tracks on turns.


Much better!

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