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Why are RigidbodyConstraints applied in world space?

Discussion in 'Physics' started by giantdoor, Jan 12, 2020.

  1. giantdoor

    giantdoor

    Joined:
    Sep 11, 2018
    Posts:
    52
    I'm really wondering as I can't find a good reason for that or at least not to have the possibility to choose ^^"
    Especially because I remember it being calculated in local space in certain Unity versions :O
     
  2. giantdoor

    giantdoor

    Joined:
    Sep 11, 2018
    Posts:
    52
    Up.
    Sorry but this is really bugging me as I couldn't find a good example on how to achieve this, unless I use joints, that are ridiculously resource expensive.
     
  3. Edy

    Edy

    Joined:
    Jun 3, 2010
    Posts:
    2,434
    That's how PhysX delivers it. Unfortunately, there's nothing we or Unity can do about that.

    Here's the description of that feature in the PhysX docs:
    https://docs.nvidia.com/gameworks/c...de/Manual/RigidBodyDynamics.html#axis-locking

    upload_2020-1-13_17-10-46.png