#Convex hull on rigidbody is jittery
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how does it behave when the stability profile is enabled for physics?
What is this?
Also if I use the default values for the convex shape
in a subscene create a gameobject
give it the PhysicsStepComponent
Ah, contact solver
Tick the
Enable Contact Solver Stabilization Heuristic
It solved it a bit
Not sure if too noticible in the gif but it still spins around Y Axis slowly
What happens if you use the generated convex hull (just remove custom mesh)?
Can you elaborate what you mean?
Under "Custom Mesh" you have "Encapsulation", just set that to none and physics will generate one from the mesh. This will rule out any issues with the provided mesh
Hard to tell, for the default values it stays still, but it also very poorly matching, reducing the bevel radius makes it jitter as well.
@restive spade : Would you mind making a test where you scale this up and see if this resolves the issue? This might be due to some internal hardcoded epsilons.