Hi guys,
I can easily reproduce this problem, so I’m curious what it’s about.
Situation:
Vehicle A:
Rigidbody
-
4 wheelColliders, default settings
-
brakeTorque and motorTorque set to Mathf.Epsilon
-
ConfigurableJoint
-
ConnectedAnchor set at runtime
-
Angular Motions all limited
-
Motion set to Free, but changes to locked at runtime
-
Connected Rigidbody set at runtime
-
(Collisions on or off behave the same)
Vehicle B:
Rigidbody
- 4 wheelColliders, default settings w/ motorTorque and brakeTorque set as needed
Desired behavior:
When Vehicle A locks itself to Vehicle B, it should be towed by vehicle A.
What happens:
Vehicle A gets stuck and doesn’t move anywhere when vehicle B tries to pull it. However, when I manually move Vehicle A off the ground, after it hits the ground and gets some momentum, it seems to be towable without limitations. No more issues.
Initially placing Vehicle A above the ground doesn’t work either. It doesn’t appear to be stuck in the ground, but just locked into place as soon as its configurable joint attaches itself to Vehicle B.
Has anyone experienced the same thing or does anyone know a solution?
I tried both 2019.3.11 f1 as well as 2020.1.0b8. Both with the same results.
Thanks!