- Home /
The question is answered, right answer was accepted
Rigidbody on a basic capsule has no effect.
I'm following along the Walker Boys tutorials and at one point, I'm told to add a rigidbody to a basic capsule primitive. In the tutorial video, it immediately drops out of sight due to gravity. On my end, not only does this not happen, I can't get the capsule to move in any way through any of the scripts involving the rigidbody, such as AddForce.
When I hit play, the capsule moves down by 0.003924. If I change the gravity value for the project by quite a large amount, it falls a greater distance before stopping, but at 400 gravity, it moves by 1.2, so still not a lot.
Use Gravity is on, Kinematic is off, no constraints are ticked and all values are at default.
I have tried making a new scene and just making a primitive in it with a rigidbody, to the same effect.
Any suggestions and help is greatly appreciated.
Well presu$$anonymous$$g that the object has a Capsule Collider (which would appear likely as it is moving at all) and presu$$anonymous$$g that there isn't something for it to hit and therefore stop - that would be very strange indeed. Perhaps try a re-install.
I just tried making a new project and I created a cube with a rigidbody, worked just fine. So it's something about the project that's causing it. =/
Something wacky with the physics setup? Or the Time setup for the fixed step? Edit>Project Settings>Time (fixed step 0.02) or Edit>Project Settings>Physics (who knows what!)
Are you by any chance changing objects height of physics variables in script? $$anonymous$$ake another capsule primitive with rigidbody and test it or remove scripts from current one.
Hmm, I posted an answer to my own question, but it's gone and vanished. I was put on the right track by whydoidoit. It was actually the timescale, which for no discernible reason had been set to 0. I'm not sure why the capsule moved even the tiny increment it did with that being the case, but at least the problem at hand is solved. Thanks all!
Answer by Barachiel · Dec 27, 2012 at 08:50 AM
Aha, found the answer. For no reason I can recall, timescale was set to 0. Thanks to the comment by whydoidoit for putting me on the right track there.
Follow this Question
Related Questions
Rigidbody2D Grounded 4 Answers
Check if Rigidbody collider is grounded 3 Answers
Check if entire box collider has air below, instead of just a point on the box? 1 Answer
Where is the general Rigidbodies Drag? 3 Answers
Prefab Sphere floating away 0 Answers