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Question Articulation body render not matching collider

Discussion in 'Physics' started by kinahawi, Feb 28, 2023.

  1. kinahawi

    kinahawi

    Joined:
    Nov 13, 2020
    Posts:
    2
    I'm trying to build a teeter totter style mechanism using articulation bodies but am seeing odd behavior with the rendering of the body vs the collider on an articulation body with a revolute joint. The model is very simple and consists of a base game object/articulation body that is set to immovable. That base has a child game object with an articulation body with joint type of revolute. When I try to revolve the child object about the base, the rendering becomes distorted while the physics debugger shows the collider has the proper behavior (see attached image).

    Running Unity version 2022.2.5f1 Screenshot 2023-02-28 at 8.56.41 AM.png

    Any thoughts on what I'm doing wrong? Thanks in advance for your help.
     
  2. tjmaul

    tjmaul

    Joined:
    Aug 29, 2018
    Posts:
    464
    You probably have non-uniform scales. Check if anywhere in your hierarchy the scale parameter of the transforms differs from (1,1,1). If so, set them to (1,1,1). I know, this will change the visual representation, but you can replace that later by using something modelled in blender or probuilder.
     
  3. kinahawi

    kinahawi

    Joined:
    Nov 13, 2020
    Posts:
    2
    Thanks! You were correct. The object I was using as the root articulation had a scale other than 1,1,1. When I reorganized my model so that the parent object had 1,1,1, everything worked as expected.
     
    tjmaul likes this.