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Wow, didn't know about that. Seems to work. I'll check back later to confirm if it's resolved after some testing. [EDIT]: I think I could handle...
I edited it, it WAS private BiasFault. But I changed it to public Fault. I know abstract classes can't be serialized but is there a way to for it...
I've been working on a dynamic simulator. Things have been going well until I got to implementing a fault system. The code is shown below: ///...
I'm facing this issue as well. I checked my quadcopter simulation and had the propellers speeds equal so it should not rotate at all. But in 3.10,...
This is a big deal! You might have ArticulationBody figured out! Do you have a model documented? If so, can you share it?
Yeah, I only had success with a rover using the ArticulationBody component. Manipulators work also nicely as I heard from examples online. I've...
The answer to that question is quite unclear for now. From what I seen, there is an interest in improving the physics engine for simulation, but...
I have done work on a quadruped robot but never managed to make it walk but just stand in place. I used box colliders for the feet, and I don't...
Sorry to bring back this thread, I didn't forget about you haha. I decided I will post the simulations of the 5 systems I implemented on GitHub....
As everyone else said, the drag property is a scalar which applies linear drag to all components of the physics body. If you want more accurate...
One thing I'm really curious about though is the interaction between connected Articulation and Rigid Bodies. How does it solve loop joints, etc.
That makes sense. Unity is a game engine first and foremost, but things might change in the future given how a lot of research papers now are...
Didn't know it ignored Coriolis forces. My controllers still work assuming the dynamic model had Coriolis, so I guess the effect is negligible....
Using an offset is kind of flawed since that assumes the drone has no rotation. You'd have to rotate the offsets based on its current rotation....
The derivative method is noisy, so I created a method that worked well for my purposes. I had a thread earlier on that here. The gist of it is...
Based on my research so far, the mass matrix M comes from the general equation describing a rigidbody (See RigidBody.PNG), where v is the 6-state...
Is an easier way to compute the future acceleration of a rigidbody for scalability reasons without doing what I did in this code? private...
Sounds like backface culling. In Blender, what does the tires look like in Solid View when backface culling is enabled?
Not sure if I fully understand the question, but Rigidbody has methods to return the current velocity, position, and their rotational...
Interesting to see someone working on a similar project, nothing looks wrong with your code to me as mine is pretty similar (you might want to add...