I have tried a combination of functions in Rigidbody related to adding force and torque to a sphere and all it does it roll towards the direction of gravitational pull.
I debugged in VS and found that the velocity and angularVelocity values are changing to what I expect them to be, but there is no force applied to the object in Play to Device.
Is this a known bug within Unity or am I missing something? I do have the kinematic setting set to false and usesGravity setting set to true.
Thank you in advance!
Hi,
Can I get more info on what you’re attempting? Are you testing Rigidbody physics collisions or just applying a force via something like AddForce() to the sphere?
Does the sphere move as expected when you hit Play in editor (without PlayToDevice)? From PolySpatial’s perspective, all it cares about is the sphere’s Transform - so as long as the sphere is being transformed and moved about, it doesn’t matter to PolySpatial what the velocity and angularVelocity values are.
I discovered that I had a timing issue involved so I can get AddForce to work properly now.
I’m still stuck on the sphere rigidbody bouncing all over the place on my undulated plane and I’m not sure what steps I need to take to fix it.