Wayback Machinekoobas.hobune.stream
May JUN Jul
Previous capture 13 Next capture
2021 2022 2023
1 capture
13 Jun 22 - 13 Jun 22
sparklines
Close Help
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
avatar image
0
Question by Thr4wn · Aug 17, 2010 at 05:00 PM · physicsrigidbodygravityspherecollider

gravity problem

i have 3 identical gameobjects, they use unity physics, have rigidbodys and sphere colliders. sometimes 1 object changes his physic to a lower gravity, moves slower to the ground etc...but all rigidbody variables are similar to the other 2 objects... i need a hint what i could inspect yet to find the problem of this behavior

i use unity 2.6.1 pro trial version

Comment
Add comment
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

1 Reply

· Add your reply
  • Sort: 
avatar image
0
Best Answer

Answer by Wolfram · Aug 17, 2010 at 09:20 PM

Things you can check: Are there other colliders somewhere, or are the colliders of these objects penetrating other colliders at startup? When exactly does this change happen? always with the same object? while interacting? Are there any scripts attached modifying the transform, or the rigidbody's velicoty etc? are the objects of unusual scale (say, >1000 or <0.01)? what are your game objects made of (meaning, is it maybe a mesh that maybe also has a collider somewhere in its hierarchy)? if you modify the rigidbody via script, is it correctly done in FixedUpdate() (as opposed to Update()?)

Comment
Add comment · Show 4 · Share
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users
avatar image Thr4wn · Aug 20, 2010 at 02:51 PM 0
Share

"When exactly does this change happen? always with the same object? while interacting?"

this is my problem, i dont know when this change happened...in the last 6 hours it happened only 3 times and i cant reproduce this bug. there are scripts modifying the position and the velocity, the objects are made with 3d studio max, one object as parent, child is a sphere with sphere collider and rigidbody and scripts, and 2 cylinder as childs from the sphere, always modifying the sphere velocity or position with the scripts (mostly with "OnCollisionEnter()" Events)...no collisions at start

avatar image Thr4wn · Aug 25, 2010 at 03:26 PM 0
Share

if i destroy the objects rigidbody and add a new one, gravity is fine again...

avatar image Wolfram · Aug 25, 2010 at 04:42 PM 0
Share

Hm, glad it worked out! $$anonymous$$aybe one of the rigidbody's settings was causign this. One other thing I stumbled into myself just a few days ago - do you use the DontGoThroughThings script from the Unify wiki, to enhance the collision checks? I noticed it shows some weird effects (such as moving very slowly, or jumping back) if you don't exclude the object itself by placing it in a different layer (which the page explicitly mentions you need to do). Just a thought.

avatar image MonkeyPuzzle · May 24, 2017 at 07:41 PM 0
Share

Was this resolved? I think I am having the same problem. If I instantiate an object, it has normal graivty, but all other instantiated objjects appear to fall slowly. All created the same way, all same mass, drag etc. I am using discrete collision, but this is true with or without collisions.

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Follow this Question

Answers Answers and Comments

1 Person is following this question.

avatar image

Related Questions

Movement on a tube 1 Answer

Rigidbody ball physics 1 Answer

Turning gravity on makes objects fly 2 Answers

[Complex] How to move the player similar to character controller while also applying rigidbody physics vectors 1 Answer

How to disable this "friction"? 2 Answers


Enterprise
Social Q&A

Social
Subscribe on YouTube social-youtube Follow on LinkedIn social-linkedin Follow on Twitter social-twitter Follow on Facebook social-facebook Follow on Instagram social-instagram

Footer

  • Purchase
    • Products
    • Subscription
    • Asset Store
    • Unity Gear
    • Resellers
  • Education
    • Students
    • Educators
    • Certification
    • Learn
    • Center of Excellence
  • Download
    • Unity
    • Beta Program
  • Unity Labs
    • Labs
    • Publications
  • Resources
    • Learn platform
    • Community
    • Documentation
    • Unity QA
    • FAQ
    • Services Status
    • Connect
  • About Unity
    • About Us
    • Blog
    • Events
    • Careers
    • Contact
    • Press
    • Partners
    • Affiliates
    • Security
Copyright © 2020 Unity Technologies
  • Legal
  • Privacy Policy
  • Cookies
  • Do Not Sell My Personal Information
  • Cookies Settings
"Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere (more info here). Other names or brands are trademarks of their respective owners.
  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges