When I call .setDensity() on my rigidbody with compound colider, the mass doesn’t change. The spaceship accelerates a lot faster than if I set the mass to what it should be manually, so I know it’s not just an editor problem.
I’m having the same problem. Oddly, when I debug the mass it is correct, but when I look in the inspector it is not.
Here is my workaround:
rigidBody.SetDensity(721f);
rigidBody.mass = rigidBody.mass;
1 Like