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Rings crazy behaviour when colliding

Discussion in 'Physics' started by Gazzosa, Sep 9, 2019.

  1. Gazzosa

    Gazzosa

    Joined:
    Jul 25, 2019
    Posts:
    3
    Hi all!
    The goal in the game I'm making is to put the rings on the stick. Everything works fine, except for the weird behaviour of the rings that sometimes occurs.
    - problem 1:
    When a ring is impaled on the stick, sometimes it start to shacking and rotating, until it climbs out of the stick or even worse it clips inside of it and being spit out. This happens regardless the number of the rings impaled.
    -problem 2:
    Sometimes 2 rings melt togheter, one inside the other, like a chain.

    The rings are made with blender: as you can see in the picture a ring is basically a group of segments. Every segment has a convex meshcollider attached to it. All the segments are hold togheter in a single empty parent gameobject which contains a rigidbody with continuos dynamic collision detection.

    What can I do to prevent this kind of movements?
    Thank you

    EDIT: the kind of shacking and rotating occurs even when rings are on the floor, so it's not a problem with the stick only
     

    Attached Files:

  2. Gazzosa

    Gazzosa

    Joined:
    Jul 25, 2019
    Posts:
    3
    I'm looking at Rigidbody's infos: when the crazyness happens this values are constantly changing:
    -Speed
    -Velocity
    -Angular Velocity
    -World center of mass