Search Unity

  1. Unity 6 Preview is now available. To find out what's new, have a look at our Unity 6 Preview blog post.
    Dismiss Notice
  2. Unity is excited to announce that we will be collaborating with TheXPlace for a summer game jam from June 13 - June 19. Learn more.
    Dismiss Notice
  3. Dismiss Notice

How are fixedJoints supposed to work? This doesn't look right

Discussion in 'Physics' started by Nanako, Feb 20, 2015.

  1. Nanako


    Sep 24, 2014
    Okay, i have two use cases setup. That is, two towering stacks, each containing three flat walls. the top and bottom are kinematic, the middle one is not.

    Now in the first one, on the left side, there is a joint attached to the top, and to the bottom wall, and they both have the centre wall as connected body.

    Here's the result of spamming cannonballs at it. The wall shifts and rotates around, and this movement causes the balls to pass through the object, despite my taking great pains to make that not happen. it seems like this shifting around is dissipating most of the force.

    In the second example, on the right side, There are two joints attached to the centre wall. One connecting to the top, and one connecting to the bottom.

    Here's the result of spraying cannonballs at it. It moves a LOT more than the first one, and it seems to act as if on a hinge connected to the lower wall

    In both of these cases, all of the joints have a breakforce of 10000. By my rudimentary calculations, i'm hitting them far harder than that, and they ought to be breaking, but it seems not.

    My expectation of how this would work, is that the joints would not move or give at all, and be completely rigid and immobile until hit hard enough to break them. Are fixed joints supposed to do that?

    If not, what kind of joint configuration could accomplish that goal?