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
2
Question by vexe · Sep 19, 2013 at 02:25 PM · rigidbodycolliderscalestrangebouncing

Can somebody explain this? IT'S ALIVE!!!

Just ran into this today, no idea why XD As you can see I'm using the Lab demo, the files are just cubes, they have a rigidbody and a box collider attached to them, there is nothing attached that makes them shake like that... o.O It's worth mentioning that if I make them bigger, scale them up, they stop moving...

So... how to stop this shaking? any idea why THEY'RE ALIVE??!!

If you need any info let me know -- Thanks.

vexe;

EDIT: here's how thick they are, scale = (0.02, 0.5, 0.7)

alt text

Here's my physics and rigidbody settings:

alt text

settings.png (42.3 kB)
scaled.png (329.7 kB)
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
2
Best Answer

Answer by meat5000 · Sep 19, 2013 at 03:28 PM

Is everything scaled really really small? Is this penalty force at work? What are the mass and drag values? Is it a prefab cube or import? If its import check the scale factor. Does it have a physic material with bounce?

And what is the bounce threshold in physics manager?

If object is thin, Penalty Force might have issues with skin depth. And you can adjust sleep velocity to something higher perhaps.

Also in PhysMan try increasing iteration count as an afterthought.

I see it is happening as an result of a collider that on whole is thinner than the allowed skin depth for collision. If you need a Continuous Dynamic Rigidbody, the floor should be Continuous.

Lowering FixedTimeStep will help the physics keep up and may stop jittering and pass-through. But I'd just use a thicker floor.

Have a read here.

Comment
Add comment · Show 17 · 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 vexe · Sep 19, 2013 at 03:32 PM 0
Share

Well, their scale is at (0.02, 0.5, 0.7)... is this considered to be REALLY REALLY small?

avatar image fafase · Sep 19, 2013 at 03:34 PM 0
Share

Nope, but would you be at some position like 15000?

avatar image vexe · Sep 19, 2013 at 03:36 PM 0
Share

Nope, normal position, at (4, 3, -3) or something.

avatar image meat5000 ♦ · Sep 19, 2013 at 03:37 PM 0
Share

I think its a tutorial scene.

avatar image meat5000 ♦ · Sep 19, 2013 at 04:03 PM 1
Share

I see it is happening as an result of a collider that on whole is thinner than the allowed skin depth for collision.

I don't think Continuous Dynamic is actually appropriate in this situation. Its intensive, I think. It's a trade off of scaling.

Here's a page to read

It basically says if you use Continuous Dynamic you need continuous on the other object, but its intensive. Also decrease fixedTimestep to make more physics passes.

Personally Id consider sticking to Discrete and making the floor thicker,.

Show more comments

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

17 People are following this question.

avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image

Related Questions

Detecting When Intersection Penalty is Being Applied 2 Answers

Can you scale a Mesh independently of it's Collider? 1 Answer

Problems With IgnoreCollision 0 Answers

Bouncing a rigidbody on a rigidbody 0 Answers

Character Controller - Got Hit and Flying Physic 0 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