Wayback Machinekoobas.hobune.stream
May JUN Jul
Previous capture 12 Next capture
2021 2022 2023
1 capture
12 Jun 22 - 12 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
1
Question by Jeston · Jun 09, 2011 at 06:14 PM · ropewheel collidersbridge

Wheel Colliders and Rope Bridges

I have a somewhat odd physics problem involving wheel colliders. At this point I don't know whether or not I can keep using the built in physics objects or roll my own controller but I have a relatively stable 'dune buggy' that is locked on a plane in its motion using rigid body constraints.

I made a 'suspension' bridge made out of a bunch of linked boxes connected via character joints. There is a lot of sag in the bridge but I can adjust that through mass settings, from an orthographic view the combined colliders create a smooth curve surface. When the dune buggy lands on the bridge from the air I suspect a 'rubber band' like effect which does occur. But what happens is that the rigidbody picks up incredible speed from the wheel colliders. When the car is set to 0 motor torque, and 0 brake torque on a non jointed hill with the same shape, the dune buggy just rolls into the valley. I expect the same from the bridge but it gets 'launched' as if it has some kind of speed boost.

So, any hints or suggestions on making a rope based bridge compatible with wheel colliders as if the bridge were normal terrain ?

Comment
Add comment · Show 4
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 Jeston · Jun 09, 2011 at 08:22 PM 0
Share

After playing with numbers and outputting debug values. If I pause the game and drop the car onto the bridge the second it hits the bridge the wheel's rpms just to 400+ and the rigidbody's velocity jumps in a single tick. I also tried making drag = 10000 and angular drag = 10000 to be equivalent 'sturdiness' of a non rigidbody with extreme mass, and I get the same results.

avatar image demize2010 · Jun 10, 2011 at 01:13 AM 0
Share

That is a pretty weird issue... sounds like a "bug" though I doubt this exact setup was conceived... have you tried giving the planks a physics material with a huge friction (not perfect I know).

avatar image Jeston · Jun 10, 2011 at 07:03 PM 0
Share

It definitely feels like a bug as once I remove the joints from the bridge keeping everything else the same, the bridge acts like a normal ground terrain. I have tried hinge and character joints and get the same destabilization. $$anonymous$$y 'bridge' is made up of a line of cubes evenly spaced apart in a straight line. I was trying to make a tight walk rope of some kind that would 'sag' when my motorcycle rode across it.

Its almost like it becomes an instant infinite yield rubber band, event hough the bridge doesn't move much, the relative mass of the segments to my car are pretty high. Turning off gravity on each link seemed to help a little but it just delayed the destabilization for 5-10 frames'

avatar image ckfinite · Jun 10, 2011 at 07:16 PM 0
Share

This might be a problem with PhysX and Rigid Body intersection. Physics engines don't tend to really like objects being inside each other, and accelerate them away from each other at high velocity. What might be happening is the bridge could be moving, intersects the wheel collider, which then reacts by the huge movement. This is just a guess though. You could try setting the collision detection to continuous, which might make a difference.

2 Replies

· Add your reply
  • Sort: 
avatar image
0

Answer by Jeston · Jun 16, 2011 at 08:22 PM

I have another update, still having the same issue. It seems whenever the object underneath the wheel colliders has rotation or velocity this is occuring. I tried to boil down to a much simpler case, so now I have a sphere with locked rotation except in 1 axis and a constrained position, essentially acting as a 'rolling pin' Whenever my car lands on this sphere it bounces with incredible velocity in 1 tick....

Even more interesting is that the mass of the rolling pin has no effect 0.0001 and 10000 mass still causes the first collision to give the car near infinite velocity, and the rolling pin spins and ridiculous rates on collision

Man, it would be nice to use wheel colliders with other physics constructs, like a rocking bridge, or rolling pins.

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
avatar image
0

Answer by Taibr · Jan 21, 2012 at 04:34 PM

Don't know if this will help, I had a problem with physics and parts of my object were ejected to the space after about 5-10 sec of applying gravity. Then I realized I have a rigid body on empty object it was parented to. After removing rigid body component from parent, it works just fine

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

4 People are following this question.

avatar image avatar image avatar image avatar image

Related Questions

Using HingeJoint2D to Join Objects at Specific Points 2 Answers

Circular Joints? 0 Answers

Interactable vines in 2d platformer 0 Answers

Swing Platform 0 Answers

Attach to cloth Unity5 - How to pull cloth objects instead of push? 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