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Question by Borzi · Oct 25, 2013 at 03:59 PM · rigidbodygravityaddforce

RigidBodys Suddenly Heavier

Hey, I am having a major problem. My RigidBodys seem to have become heavier then before and I have no idea why. This is most noticeable with my Character Controller (which is also a rigid body), but other rigid bodies also seem to be effected. Basically, force doesn't really seem to effect them as much, my player moves very slowly all of a sudden and other rigid body objects dont move as quickly as they used to after I added force to them. Anybody know why this is?

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avatar image jacksmash2012 · Oct 25, 2013 at 05:40 PM 0
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did their weight value(s) change?

avatar image Borzi · Oct 25, 2013 at 06:10 PM 0
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No thats the problem :( I am worried because I don't think I changed anything as far as I am concerned. This is especially problematic cause of my Character Controller

avatar image Owen-Reynolds · Oct 26, 2013 at 12:19 AM 0
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It's probably not "heavier," but slower. Try dropping a no-script rigidbody cube. If it falls just as sluggishly as the rest, you can rule out any AddForce problems. Did the Frame rate suddenly get lower? (that shouldn't affect speed, but you never know.)

CharControllers and rigidbodies on the same object can do strange things. Did you recently "turn on" one of them (uncheck is$$anonymous$$inematic, or have the charController start pushing more?) $$anonymous$$aybe also drop a cube_RB+charCon for a test. $$anonymous$$eep changing until it fixes/breaks, and you'll know what it was.

avatar image Borzi · Oct 26, 2013 at 11:40 AM 0
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What I have noticed is that it's only slow on one Scene. The other levels work perfectly, so I am guessing that rules out a script issue.

avatar image meat5000 ♦ · Oct 26, 2013 at 08:22 PM 1
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Time.fixedDeltaTime is framerate independent in FixedUpdate()

;)

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Answer by meat5000 · Oct 26, 2013 at 03:55 PM

Is Drag set high?

Do you periodically change velocity or set a transform.position?

These things will slow a rigidbody movement down considerably.

Something in one of the collision functions affecting velocity or position? -> Multiple colliders on one object interacting with each other?

Overloading (in execute time, not 'function overloading') your Update() function so FixedUpdate gets culled to make up for framerate, resulting in slow physics?

Iteration set too high?... or too low?

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