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Pretty heavy stuttering with joints

Discussion in 'Physics' started by HQBananana, May 14, 2017.

  1. HQBananana

    HQBananana

    Joined:
    May 7, 2017
    Posts:
    18
    Hello unity forums,

    I have taken the time to look into joints a bit because previously I was using a breadcrumb agent idea to have a cart follow my assistant. Joints would make that a lot easier and well.. they do.

    Now I am running into the following problem: when my player moves and the bunny follows (see video) there is very heavy stuttering going on on the cart and it's wheels while the bunny is going smooth. I have no idea what could be causing this as I've tried interpolating and such plain options I could find with google.

    Video:



    Thanks in advance,
     
  2. HQBananana

    HQBananana

    Joined:
    May 7, 2017
    Posts:
    18
    Still have not been able to find a solution :(
     
  3. s_guy

    s_guy

    Joined:
    Feb 27, 2013
    Posts:
    102
    In general, joints are extremely finicky. You can try adding drag to the rigidbody at the end of the chain. This will dampen things. The more difficult solution is to make sure forces aren't continuously acting against joint constraints. If they are, try to reduce or eliminate those forces. For example, maybe gravity is attempting to pull your cart hinge in a way that the hinge joint won't allow.

    Also, the manual has a bunch of recommendations to improve joint stability
    https://docs.unity3d.com/Manual/RagdollStability.html
     
    Last edited: May 19, 2017
  4. Edy

    Edy

    Joined:
    Jun 3, 2010
    Posts:
    2,434
    As for the video, it looks like an interpolation issue to me. Ensure all rigidbodies are configured with the same Interpolation setting.
     
    PhilWan and torvald-mgt like this.
  5. iGAMONIC

    iGAMONIC

    Joined:
    Oct 27, 2017
    Posts:
    16
    Look like the camera following issue. Use cinemachine with smart and fixed update follow setting in camera brain. if you are using physics on player on which camera is following using LATE/Update update method. it will flicker . use fixed update for following player logic will give you more smooth moving rigidbodies.
    cheers