dongju.jeong Posted February 1, 2019 Posted February 1, 2019 If I move my hands quickly, I will experience instability in handling collisions with other objects. I want to be able to do the physical action even if I move my hands quickly because I plan to make it interactive with the physical push button or Up-down button. I don't know how to set it up right after I put a capsule on my hand. with body and shape setting, The range of conflicts when running is different than what is set in Editor (in run-time, the collision range is much larger). Objects moved before hand reaching close. is there a way Continuous collision detection about complex objects.?
dongju.jeong Posted February 1, 2019 Author Posted February 1, 2019 (edited) make the question a little simpler, Why is the range of the shape(body+shape physics) much larger at runtime when I try to use the cylinder like that? (it's actual range seems like worldscale 1,1,1) Edited February 1, 2019 by dongju.jeong
silent Posted February 2, 2019 Posted February 2, 2019 dongju.jeong It's not completely correct to compare behavior of physics in Editor and in real application. When you move object by manipulator you directly set the coordinates of physical body and physics in that case works incorrecrly (instead of move the object by physical impulse or force). You can take a look at the physics setup in Superposition (however, we don't use the detailed hand models). If you also can prepare a small test scene where you have wrong behavior - it can help a lot. Thanks! How to submit a good bug report --- FTP server for test scenes and user uploads: ftp://files.unigine.com user: upload password: 6xYkd6vLYWjpW6SN
dongju.jeong Posted February 7, 2019 Author Posted February 7, 2019 The size of the eye and the actual size of the collision are different bandicam 2019-02-07 17-03-17-908.mp4
silent Posted February 7, 2019 Posted February 7, 2019 Could you please send a small test scene with your physics setup? That would help in identifying the root cause of this issue. Thanks! How to submit a good bug report --- FTP server for test scenes and user uploads: ftp://files.unigine.com user: upload password: 6xYkd6vLYWjpW6SN
dongju.jeong Posted February 7, 2019 Author Posted February 7, 2019 this is appear to occur when reduce the scale of the dummy's body object and collides with curved objects. bandicam 2019-02-07 20-18-23-556.mp4 practice.zip
silent Posted February 7, 2019 Posted February 7, 2019 dongju.jeong Scale of objects that involved in physics interaction should be always equal to 1.0, otherwise physics will not work correctly. 1 How to submit a good bug report --- FTP server for test scenes and user uploads: ftp://files.unigine.com user: upload password: 6xYkd6vLYWjpW6SN
dongju.jeong Posted February 8, 2019 Author Posted February 8, 2019 Okay, so if I need a little size basic physical object (box,sphere) I set to zero viewport, use a scale of 1(node scale) and I need just change the size of the shape?
silent Posted February 8, 2019 Posted February 8, 2019 dongju.jeong Should be enough, I guess. I would be able to say more with a test scene :) How to submit a good bug report --- FTP server for test scenes and user uploads: ftp://files.unigine.com user: upload password: 6xYkd6vLYWjpW6SN
ashtorak Posted April 16, 2023 Posted April 16, 2023 (edited) On 2/7/2019 at 1:05 PM, silent said: dongju.jeong Scale of objects that involved in physics interaction should be always equal to 1.0, otherwise physics will not work correctly. What's the reason for that btw? I could imagine it being difficult for meshes, but isn't it just a simple formula for primitives? So at least these should still work. I don't remember having big issues with that in Unity and I have all kinds of scales there, also on non primitives. Is there a more in depth look into how Unigine physics and collision detection work available than what's in the manual or is this all secret sauce? Also, while we're at it: Why does the physics simulation in the editor differ from the one in the player? Because I have a particular setup here where it comes to rest fine in the editor, but when I launch it in the player it wobbles like crazy. Edited April 16, 2023 by ashtorak
silent Posted April 17, 2023 Posted April 17, 2023 Physics behavior with scaled nodes is legacy that we are still fighting with, but it's not easy currently to do a proper refactor of this exact codebase :( Quote Also, while we're at it: Why does the physics simulation in the editor differ from the one in the player? Because I have a particular setup here where it comes to rest fine in the editor, but when I launch it in the player it wobbles like crazy. It's hard to tell what's going on without seeing the actual scene. Maybe you modifying some physical settings in runtime or adding additional physical objects. Could you please send us an example of your scene as upackage file? Quote Is there a more in depth look into how Unigine physics and collision detection work available than what's in the manual or is this all secret sauce? I'm afraid there is no information available other than information that already available in the documentation. How to submit a good bug report --- FTP server for test scenes and user uploads: ftp://files.unigine.com user: upload password: 6xYkd6vLYWjpW6SN
ashtorak Posted April 17, 2023 Posted April 17, 2023 3 hours ago, silent said: It's hard to tell what's going on without seeing the actual scene. Maybe you modifying some physical settings in runtime or adding additional physical objects. Could you please send us an example of your scene as upackage file? I think this is related to this setup with the cylinders which I posted about on Discord. So the editor simulation might not actually differ from the player as it seems it behaves different in general each time when starting the simulation with this setup. But it only happens far from the origin of the world. So, we should clarify this first.
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