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Question by yesimarobot · Jul 21, 2010 at 02:51 AM · collisionrigidbodymouse-drag

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.

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avatar image spinaljack · Jul 21, 2010 at 01:46 PM 0
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Have you tried using AddForce() ins$$anonymous$$d of the drag script? You can set a maximum force to prevent joint breakage

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Answer by Julian-Glenn · Jul 21, 2010 at 05:40 AM

Duplicate question: http://answers.unity3d.com/questions/15970/dragging-rigidbodies-goes-through-colliders.

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Answer by yesimarobot · Jul 21, 2010 at 06:25 PM

I made the following adjustments. The rings no longer breakaway.

  1. Set the Fixed timestamp to 0.005.
  2. IReduced the Solver Iteration Count to 3.
  3. Drastically reduced the tri count on the mesh colliders.

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