This is another simple one: I created a perforated column using the Boole function, and gave it a collider tag. I then set up a paddle rig to spin inside it, also with a collider tag. Then I arranged to feed cloned spheres (rigid bodies) into the column with the expectation that the paddle blades would knock the spheres out through the perforations. But the column seems to retain the “memory” of the original solid primitive, so the simulation ignores the perforations and all the clones spill out the bottom.
I’ve had this happen on similar setups before, and set the relevant shapes to “static mesh” or “moving mesh” to fix it. But that doesn’t seem to work this time.
The odd thing is that one lonely clone makes it out early in the operation - and it seems to have “punched through” whatever force field is holding the rest inside. I’ve seen that before too - as if when the colliding energy is high enough, the simulation breaks down and solid objects aren’t so solid anymore.
I’m sure it’s another one of those confounded click boxes set to the wrong state.