(16-11-2018, 12:32 PM)josemendez Wrote: In the official docs:
https://forum.unity.com/threads/rigidbody-mass.343761/
https://docs.unity3d.com/ScriptReference...-mass.html
Initially they mentioned that "You should strive to keep mass close to 0.1 and never more than 10. Large masses make physics simulation unstable.". Later they replaced it with the more correct "Different Rigidbodies with large differences in mass can make the physics simulation unstable.", as it is the mass ratio, not the mass itself what you need to keep an eye on. the mass of objects can be any value you want, as long as the ratio between two connected objects is not larger than 10: 100 and 1000, 1 and 10, 1000 and 10000, etc.
By the way this holds true for all iterative solvers (PhysX, Havok, ODE, pretty much all game physics engines in existence). It's a basic consequence of how solvers work, which is turn a consequence of how time is represented in computers (in a discrete -non continuous- way).
Isn't 0.1 - 10 a ratio of 100 though, not 10 as you keep saying? Where did you get 10 from?
How is one supposed to implement any realistic looking physics if the masses are all wrong? Say I have a 1000kg car and it crashes into a table of small objects of 1kg. What is recommended, make apples 100kg, or make my car 10kg?