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Question by enok82 · Apr 01, 2019 at 06:58 PM · physicsjoints

Unexpected Joint behavior

Hi! I'm rather green in the Unity and game dev. 'verse in general but has some knowledge in general C/C++ and other programming.

I feel that am seeing behavior in Joints, in this case Hinge Joints, that don't expect. My problem is that anchor points in my stationary objects gets pulled apart from each other as if the joints are flexible in directions they're not meant to be. alt text These three sets of boxes are very similar. There's an Empty with a "Is Kinematic" RigidBody to the far left and a HingeJoint connecting to the selected Cube. The selected Cube has a HingeJoint connected to the right Cube. you can see the anchor's rotational axis is Y but they get displaced. All right Cubes has mass 50. This large mass is to accentuate the effect. The difference between the sets is that the top selected Cube is "Is Kinematic", the middle one has mass 2 and the bottom one mass 1.

  1. Why does HingeJoints have the ability to shear like that at all?

  2. Why does the mass ratio between the Cubes matter in that way?

Sample project can be found here: https://github.com/enok82/JointTest

jointtest.png (8.6 kB)
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