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Im not even sure what is happening here but I'm just trying to make objects fall normally onto the floor - they need gravity/be able to be pushed around, but just fall onto a static floor object.

I have a cube and my floor mesh. Floor mesh has this:

enter image description here

Cube has this:

enter image description here

Initially I'll have my cube just positioned right over the floor. Then I press play and pause, within one second it's 100 m away, spinning/falling. What could be happening here?

Camilo Terevinto
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UserDude
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  • Can you please recheck the collider shapes. And also try changing the `Collision Detection` from `Discrete` to `Continuous` . And let's see if that fixes the issue. – Kashif Siddiqui Oct 22 '18 at 00:28
  • Could you add a "video" of what is happening (I can recommend [ScreenToGif](https://www.screentogif.com/) for that)? I don't really get how `within one second it's 100 m away, spinning/falling.` actually looks like – derHugo Oct 22 '18 at 09:46

1 Answers1

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You may face problems with small size colliders due to how the physics engine works. Increase size of colliders and see if it helps. If you really need colliders this small, try changing the Default Contact Offset in Physics Manager.

Dave
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