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Can somebody explain this? IT'S ALIVE!!!
Just ran into this today, no idea why XD As you can see I'm using the Lab demo, the files are just cubes, they have a rigidbody
and a box collider attached
to them, there is nothing attached that makes them shake like that... o.O It's worth mentioning that if I make them bigger, scale them up, they stop moving...
So... how to stop this shaking? any idea why THEY'RE ALIVE??!!
If you need any info let me know -- Thanks.
vexe;
EDIT: here's how thick they are, scale = (0.02, 0.5, 0.7)
Here's my physics and rigidbody
settings:
Answer by meat5000 · Sep 19, 2013 at 03:28 PM
Is everything scaled really really small? Is this penalty force at work? What are the mass and drag values? Is it a prefab cube or import? If its import check the scale factor. Does it have a physic material with bounce?
And what is the bounce threshold in physics manager?
If object is thin, Penalty Force might have issues with skin depth. And you can adjust sleep velocity to something higher perhaps.
Also in PhysMan try increasing iteration count as an afterthought.
I see it is happening as an result of a collider that on whole is thinner than the allowed skin depth for collision. If you need a Continuous Dynamic Rigidbody, the floor should be Continuous.
Lowering FixedTimeStep will help the physics keep up and may stop jittering and pass-through. But I'd just use a thicker floor.
Have a read here.
Well, their scale is at (0.02, 0.5, 0.7)... is this considered to be REALLY REALLY small?
I see it is happening as an result of a collider that on whole is thinner than the allowed skin depth for collision.
I don't think Continuous Dynamic is actually appropriate in this situation. Its intensive, I think. It's a trade off of scaling.
It basically says if you use Continuous Dynamic you need continuous on the other object, but its intensive. Also decrease fixedTimestep to make more physics passes.
Personally Id consider sticking to Discrete and making the floor thicker,.