I want to join two objects, say, two cubes (with different weight, drag, physics material, etc), together, so they act like a single object when moving. Since I require different weight, I can’t use a single rigid body on the composite object.
I’ve looked at ways to do this, and one suggested using a Configurable Joint, with projection set to position and rotation. This seems to be working, but there seem to be something wrong with the collisions. It seems the physics penalty force is causing some wobbling motion (that just won’t stop!). I’ve tried to tweak the physics settings and some of the configurable joint (it’s too complex!) with no avail. and here it is, just wobbling on the floor.
(FYI, the black block is heavier than the white blocks. Curious enough, when the black block is on the floor, there is no wobbling.)
Does anyone know how to fix this? Or some other way to approach the problem?
I think I know why it’s wobbling. It’s probably the Unity physics on both Rigidbodies objects.
Like in real life physics, the heavier cube is on a lighter cube, which is causing it to wobble.
Both the cube and the rectangle box object, are using Unity’s lifelike physics and gravity etc.
So probably both are trying to trying to emulate real life physics and weight.
The heavier cube is probably weighing down the lighter brick object.
That would explain why when you put the black cube which is heavier below.
And the white brick, which is lighter on top, you got no wobbly effect.
It could be the settings you used too.
In real life the lighter cube might have crushed or broken into pieces etc. Lol!