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Question by mornst · Jul 14, 2013 at 05:40 AM · cullingrigidbody-collisioncalculationcallingoffscreen

Forcing physics rigid bodies to calculate off screen?

Hey folks, So a little back ground. I have a bunch balls set up as rigid bodies with sphere colliders. I have them being moved around by conveyor belt type objects and so long as I can see them on screen they work/collide/calculate perfectly. However if I start interacting with other physics objects further in the level and the balls are off screen, when I go back the balls are all jammed up as if the physics aren't calculating correctly.

If I play the game with the "scene" window open and the "game" window open at the same time, with the balls visible at all times in "scene", there is no issue. So I am pretty sure this is an problem with unity not calculating an aspect of the the rigid bodies physics when they are not actively on screen. Is there a setting or round about way to force unity to keep calculating the balls regardless if they are on screen or not?

Forgive me if my unity lingo is a bit rough, fairly new to all this. Thanks in advance!

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