Quote:

How do I make sprites perform like the models?




Make them into a model?

The problem you are running into I suspect is that when it comes to collisions, it's all about the contact points. The more points you have, the better the collision. One on One contact point collisions are unpredictable. I have no idea how they implement it, but a sprite will have contat points, by definition, simply "on plane". Thus maybe it has ONE point in the center or FOUR points at the corners (or interstitial) I dont' know, but you will go crazy trying to get a 2D flat surface to collide like a 3D surface.

This is also the reason you want to have a larger quant object to physically register; the larger the object, the more contact points; the more contact points, the stabler the system (though as was pointed out abover, this does cut into performace, thus a balance must be reached between stability and performance).