Hi,
I’m working on a project that have a larger than “default” (~100 units to a meter, instead of 1) scale, and I’m having some trouble getting the physics to work at this scale. I understand that this is less than ideal, but I’m stuck with this scale
My biggest problem is de-penetration velocities, as it seems values above ~10 behave the same, is there an undocumented cap on this?
The PhysX documentation does not mention a limit, so I assume it’s Unity that limits it, or am I missing something?
Just a side note. The physics engine in Unity is configured to work at scale 1:1. This is assumed in many places. For example, rigidbody inertia is calculated assuming 1:1 scale. This means the dynamic behavior changes based in the actual size of the colliders in meters. Targeting realistic and coherent dynamics require using scale 1 unit to 1 meter.
@Edy , I wish Unity would make this more clear in the documentation, but everywhere they referer to velocities, speeds, forces and energy without any kind of units.
I think I figured out what my issue is, if the game starts with a max default de-penetration velocity of 10, then I can’t later change it to anything higher by settings Physics.defaultMaxDepenetrationVelocity or Rigidbody.maxDepenetrationVelocity. Settings it lower works fine though.