First of all Hi All!!
I’m having a very strange issue with physics… In my game I’ve got 2 scenes which have a cannon shooting a ragdoll. The scripts are very easy as when you press the fire button a force is applied along the z axis. Everything works fine for some shots, than it’s like if the cannon looses power (or the ragdoll gets heavier), and this happens in both scenes. I never alter the power or anything else, just shoot some times and the cannon after a while shoots with a much smaller power.
This is the function I use to fire in one of the scenes (the other is quite similar) :
function Fire() {
if (fireCheck <1) {
fireCheck = 1;
audio.Play();
smithHolded = 0;
smithAnimation.animation.Stop();
ragSmith.rigidbody.isKinematic = false;
ragSmith.rigidbody.AddRelativeForce(0,0,power);
yield WaitForSeconds(0.4);
eventTimeCheck = 0;
camera2.gameObject.active = true;
cameraMain.gameObject.active = false;
camera2.camera.depth = 1;
}
}
Anybody has similar issues with physics? Solutions?
Could I be doing something wrong? ( i never change while in scene “fixedTimeStep” or the mass of anything…)
Also using raycast for touches on colliders works on the phone but after some touches stops working (actually it does but it touches the wrong things…) in the editor while on the phone has no problems…
I’m using 1.0.2rc1 version of Unity iPhone, but had the same problem in 1.0.1.
Thanks in advance for your time!
edit : just to know , I’m using a lot of physics im my scenes, and here is a link to a really bad video which shows one of them :
http://www.youtube.com/watch?v=0Hp1xQ9EW30 ( the problem doesnt appear in this video, since in that scene in particular it occurs after some minutes of play time.)