Limit on amount of joints on a Rigid Body?

Hey,

I’m trying out Havok for my game and am having an issue where the more PhysicsJoint I attach to one body, the more unstable it becomes. After around 5-6 joints, the body immediately breaks and shows NaN for all position values. I’m wondering if this is a known limitation of using Havok as a physics engine, or if it’s something I’m doing wrong.

The basic setup is something like:
A->B
A->C
A->D
A->E
etc…
Where A-E are physics bodies.

Thanks in advance!

You might create an overconstrained or otherwise invalid situation where constraints are fighting each other.

Can you provide more details about your specific case?

Alternatively, try increasing the solver iterations in the Physics Step component which could help resolve the issue.
However, based on the symptoms you describe I rather expect this to be an invalid constraint graph that causes unphysical behavior and consequently leads to that sort of explosion you are witnessing here, due to the solver not being able to find a solution.