Wayback Machinekoobas.hobune.stream
May JUN Jul
Previous capture 13 Next capture
2021 2022 2023
1 capture
13 Jun 22 - 13 Jun 22
sparklines
Close Help
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
avatar image
3
Question by RunSwimFly · Mar 14, 2014 at 10:56 AM · collidermeshsmoothwheelseams

Discontinuity on mesh collider seams

I'm using a grid of meshes to represent a terrain. I've noticed some problems as convex and wheel colliders cross the border between two meshes.

A sphere rolling over the border will occasionally jump up even though in my test case the two meshes are completely flat. I've tried making the meshes overlap and I've tried bevelling them ever so slightly with overlap. I have smooth sphere collisions on. But nothing I do to the meshes can guarantee a smooth transition. As suggested in the answers changing the min penetration distance does help. Counter to what I expected bringing it to a near zero value reduces the jumping to imperceptible levels without introducing unwanted side effects.

However I haven't found a good solution for my problem with wheel colliders. The collider rolls over the border without any noticeable bump and provided it is not applying a longtitudinal or lateral force there is no problem. But if the tyre is cornering or accelerating it will suddenly slip and then grip as it travels over the border. This can affect the handling of the vehicle to a noticeable degree. Looking at in the debugger I can see that as the wheel crosses the border GetGroundHit will return a contact, the normal and position of the contact will be as expected and yet the force value will be zero. I suspect this tire load value of zero is probably also then zeroing the frictional forces for that frame. As with the sphere nothing I do to the mesh geometry seems to help. So save writing my own wheel collider code is there any way that I can write in the tyre load value I want used for the friction calculation? If I could do that I'd just use the value from the previous frame. Failing this I think I've reverse engineered the Unity tyre model to a sufficient degree in the past that I could perhaps apply my own direct force to the wheel for that one frame and get it close enough to reduce the problem.

None of this is particularly elegant. If anyone can suggest a way to fix the mesh transition itself I'd love to hear it.

Comment
Add comment
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

2 Replies

· Add your reply
  • Sort: 
avatar image
2

Answer by le_duke · Mar 17, 2014 at 10:37 AM

I think that you need to play with the physsics engine parameters see : http://docs.unity3d.com/Documentation/Components/class-PhysicsManager.html

Increasing solver iteration count will increase physics precision.

You can also tweak the "min penetration for penality"

Comment
Add comment · Show 1 · Share
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users
avatar image Raptosauru5 · Apr 06, 2020 at 10:01 PM 0
Share

This solution is not very recommended as it can break other parts of how physics will work.

avatar image
0

Answer by Raptosauru5 · Apr 06, 2020 at 10:04 PM

Rather than messing with physics, one solution that works well for me is to combine all terrain colliders into one big mesh collider. This works really good, but obviously it has it's own limitations, especially vertex count limit and therefore limiting the max size and also isn't probably very smart performancewise

Comment
Add comment · Share
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Follow this Question

Answers Answers and Comments

22 People are following this question.

avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image

Related Questions

Edit WheelCollider's Axis, not the Mesh 0 Answers

Having trouble getting a smooth collision with dynamic mesh collider 0 Answers

Wheel collider help 0 Answers

Internal collisions 1 Answer

Strange behaviour with wheel collider 0 Answers


Enterprise
Social Q&A

Social
Subscribe on YouTube social-youtube Follow on LinkedIn social-linkedin Follow on Twitter social-twitter Follow on Facebook social-facebook Follow on Instagram social-instagram

Footer

  • Purchase
    • Products
    • Subscription
    • Asset Store
    • Unity Gear
    • Resellers
  • Education
    • Students
    • Educators
    • Certification
    • Learn
    • Center of Excellence
  • Download
    • Unity
    • Beta Program
  • Unity Labs
    • Labs
    • Publications
  • Resources
    • Learn platform
    • Community
    • Documentation
    • Unity QA
    • FAQ
    • Services Status
    • Connect
  • About Unity
    • About Us
    • Blog
    • Events
    • Careers
    • Contact
    • Press
    • Partners
    • Affiliates
    • Security
Copyright © 2020 Unity Technologies
  • Legal
  • Privacy Policy
  • Cookies
  • Do Not Sell My Personal Information
  • Cookies Settings
"Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere (more info here). Other names or brands are trademarks of their respective owners.
  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges