Angular Sleep Tolerance issue

Hi all,

I’m experiencing a weird issue with Physics2D settings: whatever value I set Angular Sleep Tolerance to, it simply seems to be ignored.

If I have slow moving objects and I raise Linear Sleep Tolerance beyond a proper threshold, they correctly fall to sleep. On the other hand, I often face objects with really, really low angular velocity that would never go to sleep, no matter if I set Physics2D.angularSleepTolerance to huge values. My only workaround is to set high angular dump to force that rotation to stop… but it’s not what I want to achieve.

I cannot find any discussions about it, and it’s quite crucial to my game… is anybody able to reproduce this issue? Should I fill in a bug report?

Thanks :slight_smile:

Ops, my fault.
Angular Sleep Tolerance is working as expected.

What I didn’t expect is that Unity 2D physics doesn’t act like Box2D, solving contacts by islands: it seems to me that an awaken body simply awakes every single other body that is touching it (even if it’s a kinematic one)… so you could have a slightly moving body that keeps awake another one, maybe units and units away, just by being on the same static (= kinematic) terrain.
Seems quite weird to me, especially when coming from the Box2D/Farseer way.