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Help  Zero-g
#6
(16-11-2018, 12:25 PM)innovine Wrote: Ahh, removing the bend constraints is a lot nicer now, thanks.


And where do they recommend that?

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 or touching 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).
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Messages In This Thread
Zero-g - by innovine - 13-11-2018, 10:28 PM
RE: Zero-g - by josemendez - 14-11-2018, 01:41 PM
RE: Zero-g - by innovine - 16-11-2018, 11:00 AM
RE: Zero-g - by josemendez - 16-11-2018, 12:13 PM
RE: Zero-g - by innovine - 16-11-2018, 12:25 PM
RE: Zero-g - by josemendez - 16-11-2018, 12:32 PM
RE: Zero-g - by innovine - 16-11-2018, 12:42 PM
RE: Zero-g - by josemendez - 16-11-2018, 01:13 PM
RE: Zero-g - by innovine - 16-11-2018, 03:24 PM
RE: Zero-g - by innovine - 19-11-2018, 03:48 PM
RE: Zero-g - by josemendez - 20-11-2018, 08:23 AM
RE: Zero-g - by innovine - 20-11-2018, 03:18 PM
RE: Zero-g - by josemendez - 20-11-2018, 04:07 PM