Physics Fixed Joins

Hi i have strange issue with fixed joints what i doing wrong?

6665083--762532--physics.gif

mono - is ordinary
DOTS - unity physics/havok (all same)


Params all the same, at righti just add Convert to Entitie

Hi and welcome to this forum @fedotdanetot2 . I’m a user like you.

Is it DOTS or Havok physics?

Havok physics is a special system.
Anyway, Havok physics is different from standard Unity.
You need to pay for it and is more stable.

Looking at the image, I presume that there are more updates in DOTS than in mono. So you will collide differently. Because the two collider object will be in different places when a collision is detected. So they will bounce differently.
Count the number of fixed updates. Look if one physics is colliding sooner or later since the start. Check if the final velocity of both is the same when a collision is detected, etc

@AlanMattano thx for reply
i go away from that solution =(
i decided to make damage model without using fixed joins

I usually stay with the Unity default physics.