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Why are objects not colliding in rigid body simulation?
This means you have links that are many metres in length and will therefore behave as very large objects, with very large forces as they interact with each other. This can cause unstable simulations – especially if your ‘steps per second’ simulation setting is too low.
What should the plane be set to under rigid body?
According to the tutorial, the plane needs to be set to Passive under Rigid Body, and the top chain link should be Active , but unchecked in “Dynamic”. The other chain links should all be Active and checked Dynamic. The top chain links stays as it should, but link#2 just falls right through. Any help appreciated 🙂
What are the collision settings for a cloth?
The cloth has settings: 5/M, 10/s, 15/b, (here I tried almost everything) rigid body is off, Collision physics is off Helmet settings: Right body active, mass 10, all other physics are off. Right now almost all the other settings (except cloth physics) are default. Would be glad to get some help!
How to make a soft body cloth simulation?
Make sure that the floor of the lattice is at the floor of the cloth object. It is fine if some part of the cloth object is not inside, but below the lattice. Increase the resolution of the lattice to about 8 for the U and V coordinated and 3 for W. Then add a soft body simulation to the lattice.
When does tunnelling occur in rigidbody collision detection?
This means that, in theory, tunnelling can still occur when you are colliding with any object using a Rigidbody component. Continuous colliders tunneling through each other. Tunnelling will still occur when the ball uses Continuous mode.
How to make rigid body objects behave realistically?
In order for Rigid Body objects to behave realistically, they need to have a consistent Scale in each of the X,Y,Z directions. To achieve this, select all links in the chain and press Ctrl + A and select ‘Scale’.
Why is collision detection not working in Unity?
Missing RigidBody (the most common). At least one of the GameObjects involved needs to have a RigidBody. (check if at least one of them have a RigidBody attached and, if you are using OnCollisionEnter, does not have the “Is Kinematic” checked). See the below collision matrix for more information.