30-03-2022, 08:35 AM
(This post was last modified: 30-03-2022, 08:49 AM by josemendez.)
Hi!
Mass is the same both in editor and in builds, so there's very little chance it has anything to do with the issue.
Not really. Mass values can be as low or as high as you need. What's problematic is the mass ratio between objects (objects of wildly different mass values interacting with each other). If you had two 1000 kg objects interacting, you'd get the exact same result if they both had 0.001 kg. Problems would appear if one weighted 1000kg and the other one 0.001 kg, though.
In your case you're applying a force -which is acceleration times mass-, so if the mass is low the resulting acceleration will be high but shouldn't cause stability issues/jittering since it isn't interacting with anything (not colliding against or dynamically constrained to other object).
The mass of the entire rope is the sum of the mass of all its individual particles. So total rope mass doesn't depend on the amount of control points, and it's not only determined by the mass values set in these control points but also by resolution: Higher resolution = More particles = More mass. Maybe the ropes had slightly different resolution?
Will try to reproduce this using the latest version I have of the project and get back to you asap. cheers!
(30-03-2022, 03:45 AM)VirtualCucumber Wrote: It seems to be an issue with the ropes mass.
Mass is the same both in editor and in builds, so there's very little chance it has anything to do with the issue.
(30-03-2022, 03:45 AM)VirtualCucumber Wrote: I know if it's low enough it will produce unwanted effects.
Not really. Mass values can be as low or as high as you need. What's problematic is the mass ratio between objects (objects of wildly different mass values interacting with each other). If you had two 1000 kg objects interacting, you'd get the exact same result if they both had 0.001 kg. Problems would appear if one weighted 1000kg and the other one 0.001 kg, though.
In your case you're applying a force -which is acceleration times mass-, so if the mass is low the resulting acceleration will be high but shouldn't cause stability issues/jittering since it isn't interacting with anything (not colliding against or dynamically constrained to other object).
(30-03-2022, 03:45 AM)VirtualCucumber Wrote: The control points on the rope are all set to 0.05 for the mass and the rope.GetMass() is 0.6. Whereas in the older version I mentioned above, even though the rope had the same control points with the same mass given to each one, its total mass was 1.55.
The mass of the entire rope is the sum of the mass of all its individual particles. So total rope mass doesn't depend on the amount of control points, and it's not only determined by the mass values set in these control points but also by resolution: Higher resolution = More particles = More mass. Maybe the ropes had slightly different resolution?
Will try to reproduce this using the latest version I have of the project and get back to you asap. cheers!