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Problem with a Configurable Joint, attached gameobject follows but should be position-attached

Discussion in 'Physics' started by LR-Developer, Aug 2, 2019.

  1. LR-Developer

    LR-Developer

    Joined:
    May 5, 2017
    Posts:
    70
    Hello, Unity Physics-Experts :)

    I made a configurable joint. The second object is attached in Position, but can be moved up and down, so Y Position should be free, X and Z should be completly frozen. It is a pipe in a pipe-holder...

    And the pipe can rotate, only around the Y axxis.

    So freeze everything, but the Y Motion. The Rotation of the Pipe around it's Y axxis is currently in a child of it...

    upload_2019-8-2_14-43-12.png

    I would expect my attached GameObject to look like it is attached like a child and stay exactly at the attached Position to the GameObject, but as soon as I move the GameObject, the attached pipe is "running behind" or "following", if I stop move, it is perfect, if I move it starts Looking like it is running after it.

    I already have

    Physics Default Solver Iterations set to 255
    Time Fixed timestep to 0.001
    Time Max allowed timestep to 0.002

    Any ideas how I can attach it "stronger" to Always Keep the attached Position?
    I already tried playing around with the mass and connected mass scale, this helps a bit but I am not getting 100% perfectly close…


    Thanks a lot!
     
  2. koirat

    koirat

    Joined:
    Jul 7, 2012
    Posts:
    84
    Try messing around with Projection Mode.