Problem with small scale objects and physics

Hi,
We are working on a mini game for our game. You are arming a bomb by moving some cables. This is a VR game and we want to sue physics for the cables so they move in cool way.

I have done a WIP with the standard capsule in unbity. When each segment is 1 meter long everything works as expeceted. But when I scale it down to actual size of a cable each segment is 0.01 meters (10mm) the physics goes wild.

How can I work aroudn this problem?

Here is a video, first each segment is 1 meter then 0.01 meters

Even at 0.1 meters segment size it goes bananas

Hi Anders,

Where you able to solve your problem? I run into the same kind of issues trying to set up a dice game. If I have 1 m³ dice, physics look realistic (as if dice were big foam dice). However, when I scale down to real size (0.02 x 0.02 x 0.02), things get whacky. I played with several physics parameters in the physics manager (bounce and sleep threshold, contact offset, etc.) and managed to get more realistic, but it’s not repetitive. About 10% of the time I run into calculation errors (dice don’t stop perfectly upright or keep moving forever).

I also using cm as default unit an thus changing gravity to 981 cm/s, but things did not work out well either.

Does someone has any tips?

Thanks

We switched to use OBI rope instead,final result

Ropes wont help you though.

What you can do is disable gravity for the rigidbody, it will now behave much more stable. Then from script fake a new lower gravity