Rigidbody Bricks Gravity Problem

I’m building walls out of individual bricks with box colliders and rigidbodies, that can be knocked down by other moving objects. This works fine, but as soon as gravity hits, the wall does this bounce where the bricks settle downward a little. Depending on the size of the wall, bits fall off before any intended collisions happen. I’ve replaced the wall with a static trigger version of itself that replaces itself when hit, and that solved the wall falling apart on its own before it is hit by anything, but that still means the whole wall behaves like it was it, even if just a portion should realistically be responding to impact. I tried connecting the bricks with joints, but the lag that caused after building about 2 stories was unbearable. I need my buildings to be at least 10 stories high.

I’ve also tried attaching the script: void Start() { rigidbody.Sleep(); }
This keeps the bricks from shifting right away, but now I’ve got bricks hanging in the air in defiance of gravity if a section of wall below them has been destroyed.

Any suggestions on getting my bricks to stay put and behave realistically, without putting too much strain on performance?

1 Answer

1

I tried to stack few dozen of cube to make a wall like your, things is fine, just try to be accurate where you place them to avoid overlap.
If you still stuck, checkout “Mechanism example scene” on the store, it from Unity crew and it have a brick wall in it. Maybe you will figure thing out from that.

Do you mean the wall of crates? When you start the scene they also do that same bounce that my walls do