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Question by loliconest · Nov 13, 2018 at 06:26 PM · physicsrigidbodyspringjointsoftbody

Trying to simulate a "Slime" like soft body ball.

Hello everyone!

I am working on an alien creature with a "Slime" like body. I currently generate the body by adding a bunch of rigidbodies to the "surface" of the body, then generate a mesh with the transforms of those rigidbodies as vertices.

The rigidbodies are connected to each other using SpringJoint on the surface, and all of them are also connected to the center of the body using SpringJoint, where I will control the center to move, and "drag" the soft body around. The whole thing currently looks like this:

alt text

This currently works fine when the body is moving slow. However, if some strong acceleration is applied to the center of the body, the rigidbodies on the surface cannot "keep up" with the movement of the center, and "detached" from the center.

I've tried dynamically adjust the MassScale of the SprintJoints that connect the center to the surface rigidbodies and the angular drag on the surface rigidbodies, but the problem is not solved.

Is there any Unity physics wizard here to give me some advice? Thank you!

unity-2018-11-13-12-22-26.png (292.9 kB)
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