RigidBody stopping when too slow

Hi there,

I’m totally new to Unity and fiddeling about with rigidbody and physics and stuff.

First thing I want to try is making a realistic space ship which is moved and rotated by a bunch of thrusters. The ship itself is a rigidbody without gravity influence and the thrusters just add the forces to it that are necessary for the desired movement.

This works just fine aside from one small thing that I don’t understand and that’s a little bit annoying: whenever the rigidbody movement/rotation drops below a specific value (that’s not even close to zero) the movement immidiately stops. That makes the whole scene look very unrealistic.

Is this a known issue and is there already a workaround or a fix or something? I’d like to see my space ship move even if its velocity is the smallest possible float value that’s not zero. And it should not stop then, if drag is zero.

Thanks a lot!

Aside from that I’ve got the strong feeling that Unity is a great game engine. Let’s say, I’m infected. :slight_smile: So, Unity developers, keep up the good work!

Regards,
Hendrik

Change the threshold below which your rigidbodies go to sleep.

http://unity3d.com/support/documentation/Components/RigidbodySleeping.html

Ah, perfect, that helps. Thanks a lot!