02-09-2020, 07:14 PM
I have a setup with a rope dynamically connected at either end to two rigidbodies. I've managed to tune the masses of the rope and the bodies to my liking, and when I enter play mode in the editor everything works as expected. The rope and its connected bodies are stable at rest on the ground, and I can pick up either body and move everything around, and it behaves nicely.
However, when I create a build (Windows, x86_64, IL2CPP, Unity 2019.4.8f) and run the same scene, the rope absolutely freaks out. My dynamic bodies go flying through the world at thousands of meters per second as the rope spasms wildly.
What kind of things should I be looking at to try to debug this difference in behavior between the editor and a build? Could it be framerate dependent somehow? Are there some build settings I should be cognizant of that Obi is particularly sensitive to?
However, when I create a build (Windows, x86_64, IL2CPP, Unity 2019.4.8f) and run the same scene, the rope absolutely freaks out. My dynamic bodies go flying through the world at thousands of meters per second as the rope spasms wildly.
What kind of things should I be looking at to try to debug this difference in behavior between the editor and a build? Could it be framerate dependent somehow? Are there some build settings I should be cognizant of that Obi is particularly sensitive to?