collision mesh not working with intervals

Intervals were not designed to be interactive. A pos interval sets an object’s position each frame based on a pre-calculated interpolation, rather than incrementing the position based on its current position.

This is great for turn-based combat animations distributed over a network (like in Toontown) or for pre-scripted sequences.

It is not good, however, for anything resembling interactive physics. You should write a task if you want increment a position every frame instead of setting it.

You can get some leeway by setting [color=darkred]bakeInStart to false and [color=darkred]fluid to true, but this is still not recommended for interactive physics.

See the manual page for exactly what these parameters do.