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Dragging Rigidbodies goes through colliders on non linear paths.
UPDATE: This problem is not fixed by using a configurable joint. The dragging script will break the joint just like it does with the colliders. So I consider this a sincere second question. Sorry if some see it as a duplicate. Any ideas or help is much appreciated.
I have a scene setup like an abacus
1 circular track. 3 rings, each made of one mesh and 4 capsule colLiders nested using empty game objects.
Each ring is draggable along the circular track using the DragRigidbody script and things work well for the most part.
If i drag a rapidly drag a ring in a perpendicular direction it will break away from the track.
I tweaked the physics settings, the size of the colLiders and still run into this issue.Has anyone tackled a similar collision problem?
I have also given the following DragObject script a try from http://www.unifycommunity.com/wiki/index.php?title=DragObject No luck.
Have you tried using AddForce() ins$$anonymous$$d of the drag script? You can set a maximum force to prevent joint breakage
Answer by Julian-Glenn · Jul 21, 2010 at 05:40 AM
Duplicate question: http://answers.unity3d.com/questions/15970/dragging-rigidbodies-goes-through-colliders.
Answer by yesimarobot · Jul 21, 2010 at 06:25 PM
I made the following adjustments. The rings no longer breakaway.
- Set the Fixed timestamp to 0.005.
- IReduced the Solver Iteration Count to 3.
- Drastically reduced the tri count on the mesh colliders.
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