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Weird collisions in 2018.3.0b10 and 2018.3.0b11

Discussion in 'Physics Previews' started by chaosmaker, Nov 22, 2018.

  1. chaosmaker

    chaosmaker

    Joined:
    Jul 21, 2013
    Posts:
    29
    Hello,

    We need a more accurate(to the real life) physics setup for our game. This is why new physics in 2018.3 betas are so exciting.
    Yet even in the first tests i was shocked: Here are the same project without changing anything except engine version, i'm not even sure if this is really the expected results in new version of PhysX meaning we have to work more and get there or really we have anomalies in our meshes/friction parameters ? Thanks for any reading.

    Unity 2017.4.10f1


    Unity 2018.3.0b11
     
  2. AlanMattano

    AlanMattano

    Joined:
    Aug 22, 2013
    Posts:
    1,501
    How to debug:
    • Effect? Did you test if the ball is spinning in a different way in 2018.3 when you respawn?
    • Penetration problem? Try to use slow motion? There was a tool for this in the asset store.
    • Precision? Did you try to increase the physic time precision, Interpolation and collision detection properties? So that you increase the precision as much as pósible.