Rigidbody wierdness

Hey, all

Anyone have any idea how to prevent rigidbodies going crazy?

I have a character with a “semi ragdoll”, where they are hit, deforming as they land (by breaking static joints) then resetting them in their new positions.

The problem being that, when the body lands, the rigidbodies that make up the limbs jump all over the place. This isn’t the reaction of a physics action - it almost seems like a bit of a fault in the physics engine.

The newly deformed object lands on a flat plane below, then “jitters” around, and eventually “walks” it’s way to the edge of the plane, then falls off.

This is in Unity free, though - my experiements have been during my lunch-hours at work, so don’t have access to my pro rig… :slight_smile:

Anyone have any ideas how to stop this?

SB

I had something similar when I was using rigid body with configurable joint restricted to 2D plane. The magic fix for me was to toggle the Configured in world space option on the joint.

had the same problem with the rigidbody. I had the same setup as ErikTheBlue. I removed the Configurable Joint and restricted the movement in 2D via script.