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why do complex objects made from many rigidbodys jointed together explode on contact intermittently?
example: right now i have a big ol tree, 16 segments all connected to end to end in a line sometimes when i fell the tree when it hits the terrain collider it just explodes like crazy and the various segments fly around the sky. iv seen this before with some other similar things. whats causing this, and is there a good way to fix it?
my only guess so far would be that one or more of the segments clip through the ground and the tree is then stuck on either end of the terrain so they wig out. maybe there's a setting in the project's physics settings that may help this?
fixed joints all set to not collide with what their connected body.
if i cant fix it, i think i can put a high break force for the joints, i think this would stop the explode when it starts. but id rather have infinity break force, and just fix the explode.
can you create a $$anonymous$$imal package with assets to reproduce that?
sure give me a sec.
the trees i have now in my project are pretty good at not exploding, let me try to get it so it wont take you forever to test :)
edit: turns out my trees were plenty glitchy enough lol. i'm not super internet savvy so i just picked the first file hoster on google.
http://www.filedropper.com/explodytrees
they seem to explode when they get compressed alot.
after some close exa$$anonymous$$ation and some slo mo observations, the explosions happen mostly when the tip of the tree clips through the ground as it slams down. so, i just need to figure out how to stop them from clipping through the ground, and it should be good to go.
Answer by hardmode2236 · Jun 13, 2015 at 08:58 PM
the mass of the various segments is a big factor it seems, the tapering down of mass as i get to the top is causing problems, the lighter segments act eraticly when being squashed by the heavier segments. making them all the same mass makes the tree alot more stable, even tho its kind of unrealistic it still looks nice when they fall. i guess this answers my question.
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