I’ve had some feedback from my game that “gravity feels weird and moon-like”. After some investigating I found that some of my objects do indeed behave as though they are on the moon. I can confirm the scale of these objects is correct – the issue appears to be with the rigidbody itself.
In the video below I have 4 BBQ’s. All the BBQ’s have the same rigidbody with mass 75kg, no interpolation and discrete collision detection.
The BBQ’s are setup as follows (by the red number above them):
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A single box collider around the whole mesh
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Many smaller child box colliders for detailed collision
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Many smaller child box colliders for detailed collision with COM and inertia tensor manually overridden to match BBQ #1
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Many smaller child box colliders for detailed collision but with a duplicated collider in the top half 30 times
The results are:
- Natural motion, “normal” gravity
- Unexpected, gravity can feel very slow at times
- Closer to BBQ #1 but still not perfect
- Exaggerated effect but clearly gravity (inertia) does not feel normal
thatpartialarmyworm
From this I would draw the conclusion that the more child colliders I have, the less reliable the collision is and the worse the generated inertia tensor is.
(cross posted on Stack Exchange)