Physics weirdness :(

I’ve run into a very weird situation with Unity’s physic’s. I’ve created a “cable” that is fixed at one end and the other end is lifted by a constant force. The cable is a long tube, boned in C4D with “character joints” added for flex. It works nicely in the Unity editor, but the stand alone goes completely bizerk.

Here’s a webplayer that shows the weirdness:

http://www.pmudesign.com/downloads/Unity_Player.html

and here’s the project folder:

http://www.pmudesign.com/downloads/CableTest.zip

I’ve reported this as a bug and OTEE suggested I post it here. I’m not sure what’s going on but I would like to get it working…

Are you using any scripts to move the objects around?

The most common reason for physics instability is when creating loops with the joints.
Eg. Connecting A-B and also B-A with a joint. Or A-B, B-C and C-A.

Not in this test. The only object that has any “forces” on it is the sphere at the end of the cable.

AFAIK there are no loops in the rigging. I used this exact same set up and connected a series of rectangles and it worked fine. Now I’m trying to do it with a single long rectangle that is skinned and boned. It seems to work fine in the Unity editor, but in a player it goes nutz.

Here are some views from in the editor. The entire project folder is attached to my first post.

32509--1182--$picture_2_162.png
32509--1183--$picture_1_415.png

… with Joachim’s help I was able to get this going. The problem was that my skeletal hierarchy was way too deep. Through a fair bit of experimenting I learned that in this particular case the best results were after I put all bones on the same level in the hierarchy.

Thanks Joe!