Kinematic rigidbody causing 'Wile E Coyote' physics in non-kinematic rigidbody...

In this video see how the cube ‘sticks’ to the pusher and hovers over the abyss before falling?

The cube is a non-kinematic rigidbody (standard Unity 1x1 cube, no friction or drag, affected by physics).

The pusher is a kinematic rigid body (not affected by physics, just moves from A to B).

Replacing the kinematic pusher with a non-kinematic rigidbody with constant force results in the correct physical behaviour - the cube tips over as soon as it reaches the edge and falls.

Why does a kinematic rigidbody mess up the non-kinematic cube’s physics behaviour?

https://vimeo.com/87077889

http://vimeo.com/87077889

Why would pushing using a kinematic rigid body prevent a non-kinematic object from falling properly? Aren’t kinematic objects supposed to apply the same forces as non-kinematic ones, except they don’t react to physics themselves?

Help, please!

That’s seems odd ^^. Are your cube and the pusher well separated at first (isn’t the cube inside the pusher a lite bit ?) And what material are your using on thoose colliders ? have you tried friction-less once ?

Also, did you change the settings on the rigidbody or the gravity? (mass and drag espacially) High drag will result in air feeling “thick” for example, maybe it could do that.

The video clip starts late - the cube and pusher are separated by several meters at the start.

The physical materials are set to zero friction and zero drag. Gravity is normal and mass shouldn’t affect how fast something falls.

It’s really quite odd.

Bump ?

How are you moving the kinematic rigidbody?

Rigidbody.MovePosition in Fixed Update.