07-19-2021, 06:08 PM
Sorry, didn't have a chance to look at this until now.
The main issue here is using a PhysX Collision operator in Mesh mode for your deforming collider...it's not your fault, that's the option that seems most appropriate, but unfortunately the PhysX library doesn't handle fast-moving mesh-based colliders very well. It's better to replace your collision surface with convex hulls which deform along with it, and the easiest way is to extract each face as a separate hull.
I've attached a file showing how to do it...and you'll see, the chain no longer falls through the mesh or breaks apart, etc.
The main issue here is using a PhysX Collision operator in Mesh mode for your deforming collider...it's not your fault, that's the option that seems most appropriate, but unfortunately the PhysX library doesn't handle fast-moving mesh-based colliders very well. It's better to replace your collision surface with convex hulls which deform along with it, and the easiest way is to extract each face as a separate hull.
I've attached a file showing how to do it...and you'll see, the chain no longer falls through the mesh or breaks apart, etc.