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Question by mustafa · Jul 04, 2015 at 01:09 AM · physicsphysxaccuracyaccurate

Physics is not accurate enough.

I've created a ball with rigidbody at x = 0.

And created a cylinder for the ball to sand on at x = 0.

And I push ball forward with a force of (0, 0, 5)

But the ball falls where it should not there is not other force pushing it on the x axis.

Physics is not accurate enough to make game like Balance where have levels where your ball can stand on a rope.

Is there a way to fix this?

Video showing what I mean: http://youtu.be/I_WVjnHnx0g

The type of game I want to make: http://youtu.be/WihK_txudHI

I'm using unity 5.1

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avatar image meat5000 ♦ · Jul 04, 2015 at 02:18 AM 0
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Does it do the same with a sphere with more verts?

How about an Icosphere?

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Answer by imp903 · Jul 04, 2015 at 02:56 AM

I would just manually lock the position through code when it's on a string or questionable surface with a boolean like onRope or something, so that it doesn't move left or right. That way you could still have the freedom to move in three dimensions when you needed to, say, on large flat surfaces, but then the ball could sort of "stick" to a rope or balance beam when it was required.

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Answer by starikcetin · Jul 04, 2015 at 03:00 AM

Since this is a game engine, no "real" spheres and no "real" cylinders are there, they are just so many polygons shaped to visualize a sphere or cylinder. So you can't expect a "real" balance. You must use code tweaks to prevent it from falling.

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Answer by AlanMattano · Jul 04, 2015 at 04:26 AM

That unstable balance is like trying to divide 0/0. The ball is jumping. Debug the rotation. Probably In the game example a box collider is use instead of a tube for having a small flat zone and auto stability.

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