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Physics of large scale and composite objects.

Discussion in 'Physics' started by diegzumillo, Mar 8, 2019.

  1. diegzumillo

    diegzumillo

    Joined:
    Jul 26, 2010
    Posts:
    418
    Hey there. I have two questions, actually.

    What is the best practice when trying to create a composite physics object, with moving parts and different forces being applied to each part? Should I use joint on several RBs or should I just use a composite of colliders and use things like addforceatposition? My experiments so far indicate joints can get pretty unstable and even computationally expensive.

    Also, and this might be related to the instability I'm experiencing, I'm trying to make a plane so I'm dealing with high mass, high forces, high speeds etc. I understand physics engines are not very fond of high numbers. So before I go about rescaling everything myself, I wonder if physics scale already exists somewhere I can mess with. And if not and I have to deal with scale myself, is it just a matter of changing gravity (for ex, -9.8 to -0.98) , change masses, and redefine the units internally (consider 1 unit to be 1 km, for example) or is there something else I should be aware of?