Search Unity

  1. Welcome to the Unity Forums! Please take the time to read our Code of Conduct to familiarize yourself with the forum rules and how to post constructively.
  2. We have updated the language to the Editor Terms based on feedback from our employees and community. Learn more.
    Dismiss Notice

Question How to set up the most realistic physics possible?

Discussion in 'Physics' started by KwatchHero, May 14, 2020.

  1. KwatchHero

    KwatchHero

    Joined:
    May 14, 2020
    Posts:
    3
    Hi, beginner here, sorry for the dumb question.

    I'm building a realistic 3d game that's kinda heavy on physics, and I wanted to be sure my settings are perfect (performance is not much of an issue).

    So far, other than setting Fixed Timestep to 0.01 this is what I've done:


    It's not that great at the moment, what am I missing?
    Thank you! :)
     
  2. Edy

    Edy

    Joined:
    Jun 3, 2010
    Posts:
    2,439
    I'd also select Friction Type = Two Direcctional and Solver Type = Temporary Gauss Seidel.
     
  3. KwatchHero

    KwatchHero

    Joined:
    May 14, 2020
    Posts:
    3
    Thank you for your reply!
    They both work much better, altough now occasionally some rigidbodies "jump" away on some collisions. Can't quite understand what to tweak to fix that.
     
  4. Edy

    Edy

    Joined:
    Jun 3, 2010
    Posts:
    2,439
    You may try low values in Rigidbody.maxDepenetrationVelocity to prevent or mitigate those jumps. There's no physics setting for this, it must be applied to every rigidbody.
     
  5. KwatchHero

    KwatchHero

    Joined:
    May 14, 2020
    Posts:
    3
    Thank you! Tested it but doesn't seem to be the cause of the "jumps". They're very noticeable on ragdolls (they're just broken), but happen also sometimes when a simple cube (Ph. Mat: 0.5, 0.5, 0.1, Average, Average) falls on the ground (Ph. Mat: 0.8, 0.8, 0, Average, Average). Can't really understand what's happening.