Hi all,
I am having a stupid issue.
I have bunch of rigittbody objects just drop onto a platform… they hit the platform, bounce a bit and then stop, then i have a script on the platform that rotates the platform like a seesaw on touch. . the objects go through the platform untill they “wake up” a few seconds later…
I thought maybe the solver interation count would help but nothing.
anyone had this happen to them??
Here is what i am talking about… run it and click on the platform to rotate it AFTer the boxes settle down.
341420–11951–$physx_173.zip (463 KB)
You didn’t actually attach anything to your previous post. Was that a problem with the forum software or did you just forget?
Anyway, how are you rotating the platform (physics or changing the transform directly)? It’s generally more reliable if you use physics on an object that needs to move and affect other rigidbodies.
andeeee … i am attaching it again… weird it shows up for me… (the attachment)
i used transform.rotation = Quaternion.AngleAxis(Time.deltaTimespeed, Vector3.forward);
Also my platform does not do much… just rotates… so i didnt put a rigit body on it… should i be?
342468–11985–$physx_950.zip (463 KB)
The reason the cubes sink into the platform is because they are at a very small scale. You can fix this either by making the cubes bigger or by reducing the Min Penetration For Penalty value in the physics settings (menu: Edit > Project Settings > Physics). If you want the platform to behave like a seesaw, it it probably best to control it with a rigidbody and add a hinge joint as the pivot.