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Bug Customized BallAndSocketJoint not working when initiated as prefab

Discussion in 'DOTS Physics' started by hauwing, Aug 26, 2021.

  1. hauwing

    hauwing

    Joined:
    Dec 13, 2017
    Posts:
    61
    hi,

    I have a customized BallAndSocketJoint to expose the spring frequency and damping values and update them in the constraint, which I can set the values in the editor. It works fine when used in normal game objects (with physic body and physic shape) in a scene. But when the game objects are used as prefab and initiated using entityManager.Instantiate(prefab), the joint becomes a hard joint as if the frequency of the constraint is reset to the default value. However, when viewed in the entity debugger, my customized values are indeed there. I can upload a small demo project if needed. Thanks.
     
  2. steveeHavok

    steveeHavok

    Joined:
    Mar 19, 2019
    Posts:
    480
    Is this using Unity Physics or Havok Physics for the simulation backend. There was a bug in the Havok Physics backend where spring frequency and damping changes where not noticed. This was fixed, though I'm still trying to get a new public release of the Unity and Havok Physics packages pushed out the door.
     
    Occuros likes this.
  3. hauwing

    hauwing

    Joined:
    Dec 13, 2017
    Posts:
    61
    hi yes, it is Havok Physics, Unity Physics seems working fine, thanks, do you have an estimated date of the release?
     
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