Velocity’s magnitude of any rigidbody2d is limited with 100 no matter what force I add. Does anyone has that kind of problem?
1 Answer
1if you decrease fixed time step, velocity limit increases.
I have reported the bug to unity.
Thats not really a bug, but expected behaviour (It's not a bug, it's a feature). Unity's 2d collision system obviously has it's limits with accuracy at higher velocities, so if you increase the amount of times it checks for collisions, it can go faster.
– Benproductions1
I am having the same problem... :(
– linskeydOfficial Box2D docs says that you should not use 1 unit as 1 pixel because of some magic in realization. You have to use some "physics's scale". For example - 1 pixel as 0.01 Box2D unit I guess Unity Dev Team just "forgot" that scale or they doesn't want us to perform "pixel perfect" rendering.
– perfect_daemonSo I have to make my asset smaller in world units to make the physics look real for the movement of my animation? That would be a bummer.
– linskeydYeah and don't forget to tune camera' ortosize. At now I see no any other solution. Maybe next Unity versions will fix this (probably some option in static Physics2D class like "physic scale")
– perfect_daemon1 pixel cannot ever be considered to be one Unit, as long as the size of objects and the camera view size are changeable. The math just doesn't work otherwise!
– Benproductions1