(12-02-2025, 11:10 AM)josemendez Wrote: The collider in your image is clearly intersecting the chain (unless I'm misunderstanding the image) which is what the manual tells you to avoid. So unless you set up collision filtering to disable collisions between the collider and the part of the chain attached to it -I don't see your filter settings in any of the attached images?- then it's rather likely this is the problem.
A simple way to tell whether this is the problem is to globally disable collision constraints in your solver, under the "constraints" foldout. If simulation becomes well-behaved after disabling collisions, then the problem is unwanted collisions.
What's the mass ratio between the rope and the platform? as in any engine, high mass ratios require more substeps to converge (you're only using 4 substeps in your solver, I'd recommend to use at least 10 for this). If the platform is much heavier than the rope(s), you'll need to spend more substeps for the simulation to reach an acceptable result. See: https://obi.virtualmethodstudio.com/manu...gence.html
Also I see your solver is using asynchronous mode, which will yield a 1-frame delay with rigidbodies. You should use Synchronous Fixed instead. The manual contains an in-depth explanation of all sync modes and how they bolt on to Unity's physics simulation: https://obi.virtualmethodstudio.com/manu...eloop.html
kind regard,
Quote:The collider in your image is clearly intersecting the chain (unless I'm misunderstanding the image) which is what the manual tells you to avoid. So unless you set up collision filtering to disable collisions between the collider and the part of the chain attached to it -I don't see your filter settings in any of the attached images?- then it's rather likely this is the problem.I think you are misunderstanding the image. The last part of the chain is a red link. The white part is a coupling link that is part of the hook mesh. The last particle of the chain is a good bit outside the collider.
Quote:What's the mass ratio between the rope and the platform? as in any engine, high mass ratios require more substeps to converge (you're only using 4 substeps in your solver, I'd recommend to use at least 10 for this). If the platform is much heavier than the rope(s), you'll need to spend more substeps for the simulation to reach an acceptable result. See: https://obi.virtualmethodstudio.com/manu...gence.htmlThe wooden box has a mass of 1. The small hook has a mass of 0.001. I'm not sure about the weight of the rope, I can't find out where I can see/change that value. Is it part of the solver or the rope? I can't seem to find anything related to that.
As for the substeps, increasing that to 10 doesn't seem to have a positive effect. Increasing the substeps just leads to erratic behavior similar to how I described it previously (where the bottom hook starts moving around and rotating to fast it almost looks like its teleporting).
Thanks for the continued help so far!
(12-02-2025, 11:21 AM)josemendez Wrote: I was indeed misunderstanding the image, sorry! Didn't realize the last link in the chain (the white one) is part of the hook object. Still, depending on the size of your rope particles vs the chain link meshes, it could be intersecting the chain.
Try disabling collisions in the solver, as a test for checking whether collisions are having a negative impact.
I have now tried disabling both the "Collision" and "Particle Collision / Queries" in the solver but that doesn't seem to impact the simulation.
Additionally, increasing the substeps to 30 seems to amplify the erratic behavior of the rope and bottom hook.