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how realistic is unity3D's physics supposed to be ?
So i've been trying to get into unity3D, to see if it's any good.
i'm trying to make a pinball machine just to test things out and see how everything works.
But i fairly quickly came to the point where i discovered that if i make a little ball with realLife size/scale (0.03) it just sinks into the underlying object..
why?
Now i read in some other q&a that is has something to do with the physics engine using float math. but shouldn't things be normal if i also rescale the cube on which the little ball is landing to the same small scale?
Am i not supposed to use real life scale ?
is unity3D just not made to use some marble sized balls ?
I seriously wanna make games with marbles.. should i just give up on unity3D or am i doing things wrong ?
You need to scale everything up. The physics engine does not do well with objects as small as you are working with.
Answer by runevision · Jan 06, 2011 at 10:16 AM
You may want to tweak the settings in the Physics Manager:
http://unity3d.com/support/documentation/Components/class-PhysicsManager.html
Specifically, I suspect you need to lower the Min Penetration for Penalty
setting.
Answer by YeOldeSnake 1 · Jan 06, 2011 at 10:11 AM
Physics are fine really , i myself havent encountered your problem so can you upload a screenshot or the scene? Maybe you could switch the collision detection to continuous dynamic?
Answer by Meltdown · Jan 06, 2011 at 11:28 AM
I've had problems in the past with a small ball not colliding with certain objects correctly. You may want to increase the FixedTimeStep value in your projects physics properties.