When using the physics aggregate mesh type on a shape with a hole cut-out, triangles fill out the body to ensure the hole is possible.
The problem is when a physics body rolls over these lines they’re accelerated across the mesh in what seems to be some sort of collision handling issue.
Video of the acceleration
Havok 1 1 4 Accel - YouTube
The actual mesh in blender (See the lines connecting the actual hole to the mesh)
Setting useDeltaForWorldStep true in engine initialization somewhat slows the acceleration down but it stills persists.
The ball is a basic sphere aggregate.
The ground is imported from .glb and is applied a mesh aggregate.
Is there a way to guide the mesh aggregate to more closely follow the actual vertices?
Any suggestions on how I would avoid the creation of these extra triangles or fix the acceleration would be appreciated?