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You could try either higher mesh collider resolution or smaller fixed timestep.
It seems a problem with the MeshCollider joints between faces.
Let me see if I understood right.
Imaging the player is walking a tightrope, and the game throws balls to him.
Actually, you could move...
I don't really understand your problem, but there are two methods that you could check...
I reckon you are calculating wrongly the force direction.
Force is a vector, you shouldn't have to take into account the position
You are rotating the spawner instead of the orb
private void spawnOrb()
GameObject orb =...
You'll probably need a mesh collider with a hole in form of your star, but with some offset to allow the star to pass.
I don't know if is there...
I was doing that, but the plugins remained referenced in the main assemby.
I was missing to uncheck "Auto Reference" in the dlls...
I have downloaded the Moq library and its dependencies for testing, and I would like to add all of these dlls to an Assembly Definition....
I have tested a free falling ball of 1e3 of mass from 1000 meters high. It seems to conserve the energy
It is true that Physx does a lot simplification but it should obey the Conservation of Energy, more or less. At least in this very simple scenario...
I think it isn't a rotation problem
You can check:
The ray origin. Sometimes, the origin is already inside the collider, so the ray doesn't hit....
This should do the job:
transform.RotateAround(pivot.position, pivot.up, -delta.x);
This means you are rotating your transform arround...
Drag Force calculation seems trivial but it is not.
You can make it easy or complicated. There are so many formulas out there for this, but let...
Maybe time scale?
glad it helped!
To be honest, I don't understand what you are doing in your code.
Something like this should work
public class SetRotation :...
You are applying the Force in local Coordinates (this is what relatives means) but passing as argument forward in world coordinates
You mean like Rama, right? https://en.wikipedia.org/wiki/Artificial_gravity
You could do something like this:
Actually it exists
Now, I have to make it work :D
I am using VR with Rewired. I have seen that several VR devices are defined in Joystick maps.
Because there are so many VR devices out...