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Question by CageyKG · Sep 19, 2016 at 01:51 PM · scaleforcejointbreak

Joint break force incorrect?

So I'm using a FixedJoint to pick up and object in VR. It's applied like so:

 joint = gameObject.AddComponent();
 joint.breakForce = Values.GRIP_STRENGTH;
 joint.breakTorque = Values.GRIP_STRENGTH;
 joint.connectedBody = g.GetComponent<RigidBody>(); //where g is the object being attached to

I and my debug message inside of OnJointBreak(float force) is:

 Debug.Log(name + " encountered force of " + force + " and broke free " +
             "(joint limit is " + joint.breakForce + ", " + joint.breakTorque + ")");

And I am confused as to why I keep having my joint break when I don't want it to and seeing messages like this:

 HoldableItem encountered force of 582032.9 and broke free (joint limit is 1000000, 1000000)

When the force is clearly within the joint's limits. New to this so not at all sure how to troubleshoot. Is this an issue with the size of the forces and units I'm using (I'm building at a 1unit =1centimeter scale, with gravity also bumped way up), or am I misunderstanding how these break forces work?

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