physics issue: heavy objects falling like feathers

Hello everyone and thanks in advance for reading my question.

I’m working on a bowling type game and having problems with simulating the effect a ball has on the pins. The pins get tossed following the collision, but they fall back to the ground at a leisurely pace, almost like feathers. What am I doing wrong?

I tried playing with dirrefent mass, drag, and angular drag, even increased the default gravity value in unity. I’m still ending up with feather-like fall instead of the behavior appropriate to a bowling pin.

hmm. you may want to try to check your scale, if you are getting this effect probably your scale is huge. For better effects try to use a scale in which 1 unit is aproximately 1 metter.

Try to use mass weights that are similar to those in real life. a Bowling ball would weight around 25kgs, and a Pin would weight 1 or less. Also use different physic materials for the pin and the ball (wood and iron should do) so their frictions and bouncyness are different.

Also check your center of mass, the center of mass of a pin is slightly below the center.

It’s worth noting that mass has no impact on this effect; physics are calculated as if in a vacuum. Mass only matters with two objects relative to each other.

Thank you for the advice.

I will tinker with this further over the weekend in hopes of making it work.

Hmm… you are probably right since physx uses gravity as a constant value, so mass would have no effect, however I was talking about the effect between the pins and the bowling ball, which he mentions is feather like. :slight_smile: