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Major collision / rigid body problems with 5.5 PhysX update

Discussion in 'Physics' started by mattnewport, Feb 3, 2017.

  1. mattnewport

    mattnewport

    Joined:
    Jan 29, 2016
    Posts:
    15
    We recently tried updating our project to 5.5.1f1 from 5.4 and have game breaking problems with rigid body collisions. Our app is a VR app that makes extensive use of hand controllers to pick up and manipulate objects in the environment and the update to 5.5 makes collisions very twitchy and unstable. We always saw some issues with collisions if the user smashed an object they were holding at high speed into a static collider or other rigid body sitting on a static collider where objects could fly off at very high speeds or get stuck in geometry but these problems have got dramatically worse with 5.5.

    With 5.4 physics glitches were rare enough not to be a real issue but with 5.5 relatively gentle movements cause other objects on the table to fly off wildly and objects get stuck in geometry very frequently.

    Has anyone else seen these kind of collision problems with 5.5? Are there settings we might be able to adjust that could help make 5.5 physics usable for our title?
     
  2. josh_rake

    josh_rake

    Joined:
    Jan 4, 2017
    Posts:
    15
    Hi,
    Did you manage to resolve the issue? Physics is an important subject to me
     
  3. litebox

    litebox

    Joined:
    Aug 29, 2011
    Posts:
    158
    Do you use MeshColliders, or Primitive Colliders?
    After update to Unity 5.5 from 5.4 we face issue, when our physical objects pass through each other, when they oriented with particular angles to each other. E.g., when they placed perpendicular to each other one of them pass through another, but when we slightly rotate one of them - all is working as desired. This issue appears when one of colliders are MeshCollider.
    Here more information: https://forum.unity3d.com/threads/two-colliders-pass-through-each-other-at-certain-angles.456489/