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This question was closed Jun 23, 2014 at 12:52 AM by ikelaiah for the following reason:

The question is answered, right answer was accepted

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Question by ikelaiah · Mar 21, 2014 at 03:41 AM · physicsphysx

How do I make rigidbody balls to roll after stacking?

I stack rigid body balls as the following

  o
  o
  o
  o
 ----- -> Plane

Each ball has a rigid body and capsule Collider component, with a mass of 1, zero drag and ice material assigned to them. When I press the play button, the stack of ball stands still! Amazement! I changed the mass to 1000 and the stack of balls stands still.

My fixed time = 0.005, and physics iteration = 100, min penetration = 0.01.

Question : how do I make the balls roll down realistically instead of stacking and standing still?


Edited :

  • I tried adding space as suggested in the comment below, but the pillar of balls stood still.

  • Additionally, I increased the count of 4 balls to approx. 128 balls, the result is the same. A standing pillar of icy balls.

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avatar image MousePods · Mar 21, 2014 at 03:43 AM 0
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$$anonymous$$y first guess would be to put some space between them. Let them fall down ontop of each other.

If that doesn't work, offset them a little and let them fall.

avatar image ikelaiah · Mar 21, 2014 at 03:49 AM 0
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@TobiasP I tried that. Adding a little more space. Adding greater space only made the stack to be formed longer. But no falling down like stacking marbles in real-life.

avatar image MousePods · Mar 21, 2014 at 04:02 AM 1
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Set it up this way

alt text

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Answer by Kiloblargh · Mar 21, 2014 at 04:15 AM

This is the "realistic behavior" of perfectly balanced, perfectly aligned, perfect spheres sitting perfectly motionless on a perfectly flat plane with no atmosphere. That's just not a realistic situation to find in the real world.

You need a script something like this:

 var ballTs : Transform[];
 var ballRBs : RigidBody[];
 function Start () {
 for (var ballT : Transform in ballTs) {
      ballT.position += Vector3 (Random.Range (-0.05, 0.05), 0.0, Random.Range (-0.05, 0.05) );
      }
 for (var rb : RigidBody in ballRBs) {
      rb.AddForce (Random.Range (-0.25, 0.25), 0.0, Random.Range (-0.25, 0.25), ForceMode.VelocityChange);
      }
 }

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