Hello, Unity Physics-Experts ![]()
I made a configurable joint. The second object is attached in Position, but can be moved up and down, so Y Position should be free, X and Z should be completly frozen. It is a pipe in a pipe-holder…
And the pipe can rotate, only around the Y axxis.
So freeze everything, but the Y Motion. The Rotation of the Pipe around it’s Y axxis is currently in a child of it…
I would expect my attached GameObject to look like it is attached like a child and stay exactly at the attached Position to the GameObject, but as soon as I move the GameObject, the attached pipe is “running behind” or “following”, if I stop move, it is perfect, if I move it starts Looking like it is running after it.
I already have
Physics Default Solver Iterations set to 255
Time Fixed timestep to 0.001
Time Max allowed timestep to 0.002
Any ideas how I can attach it “stronger” to Always Keep the attached Position?
I already tried playing around with the mass and connected mass scale, this helps a bit but I am not getting 100% perfectly close…
Thanks a lot!
