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Question by guitarmaniac · Oct 02, 2018 at 08:56 PM · physics2dupdate functioncalculationinconsistent

Calculation errors?

I am coding a spring-mass dampener system in Unity and I am having trouble keeping a consistent oscillation. When the damping value is 0, the spring should oscillate indefinitely (while maintaining the same amplitude). All the formulas I am using are checked by a professor, so no issue there. But my spring keeps overshooting or undershooting the amplitude if I leave it running for a while. How can I fix this?

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avatar image tormentoarmagedoom · Oct 02, 2018 at 09:05 PM 0
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without the code is impossible to answer...

avatar image guitarmaniac tormentoarmagedoom · Oct 03, 2018 at 01:53 AM 0
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 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 
 public class SpringScript : $$anonymous$$onoBehaviour
 {
     private Rigidbody2D gObject;
     private Vector2 appliedForce, displacement, staticDisplacement;
     private static readonly float GRAVITY = 9.81f;
     public float mass, stiffness, damping;
 
     void Start()
     {
         //default values
         stiffness = 40f;
         damping = 0.5f;
         staticDisplacement = transform.localPosition;
         gObject = GetComponent<Rigidbody2D>();
         mass = gObject.mass;
     }
 
     private void SetStaticDisplacement()
     {
         staticDisplacement.x = GetWeight().x / stiffness;
         staticDisplacement.y = GetWeight().y / stiffness;
     }
 
     private void SetDisplacement()
     {
         SetStaticDisplacement();
         displacement.x = staticDisplacement.x - transform.localPosition.x;
         displacement.y = staticDisplacement.y - transform.localPosition.y;
     }
 
     private Vector2 GetSpringForce()
     {
         SetDisplacement();
         return stiffness * displacement;
     }
 
     private Vector2 GetDampingForce()
     {
         return damping * gObject.velocity;
     }
 
     private Vector2 GetAppliedForce()
     {
         return GetWeight() + GetSpringForce() - GetDampingForce();
     }
     private Vector2 GetWeight()
     {
         mass = gObject.mass;
         return new Vector2(0, -1 * mass * GRAVITY);
     }
 
     // Update is called once per frame
     void FixedUpdate()
     {
         //Debug.Log("Position: " + transform.position);
         //Debug.Log("Velocity: " + gObject.velocity);
         //Debug.Log("weight: " + GetWeight());
         //Debug.Log("SpringForce: " + GetSpringForce());
         //Debug.Log("DampingForce: " + GetDampingForce());
         //Debug.Log("Applied force: " + GetAppliedForce());
         //Debug.Log("Displacement: " + displacement);
         //Debug.Log("Static Displacement: " + staticDisplacement);
 
         gObject.AddForce(GetAppliedForce(), Force$$anonymous$$ode2D.Force);
     }
 }
 
 

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