#Best Physics settings wanted

1 messages · Page 1 of 1 (latest)

carmine fern
#

In my case it's about a cube on a table top.
With my settings, there is always a slight tremor. The trembling is even stronger in VR. Is it possible to start the collision detection only when it is needed?
What are your best settings?

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# carmine fern In my case it's about a cube on a table top. With my settings, there is always a...

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# carmine fern In my case it's about a cube on a table top. With my settings, there is always a...

Matmat, to manage collision detection efficiently, ideally, you want to make collision checks as sparse and as necessary as possible to avoid performance issues, especially in VR where performance is critical.

Here are some suggestions from the Needle Engine documentation (see the documentation):

  1. Lazy Initialization of Physics Components: If an object does not need immediate collision detection, consider adding colliders or rigidbodies at runtime when necessary rather than having them enabled from the start. This can be done using custom logic in your components to getOrAddComponent for physics components like Rigidbody or Collider when a specific game event occurs.

  2. Disable Unnecessary Collisions: Use the enabled property of physics components to disable collision detection when not needed and re-enable it when required.

  3. Optimize Collider Shapes: Use simple collider shapes (e.g., box, sphere) instead of complex mesh colliders where possible, as they are more performance-friendly.

  4. Adjust Physics Settings: If the trembling is due to physics simulation steps, consider adjusting your physics engine's settings. Explore settings such as autoMass, drag, angularDrag, useGravity, collisionDetectionMode, and others in your Rigidbody component to fine-tune the physics behavior.

  5. VR-Specific Adjustments: For VR specifically, where performance issues like trembling are more pronounced, ensure that your VR setup has proper tracking and physics update rates aligned. This might involve custom logic to adjust physics simulation steps or refresh rates in sync with your VR headset's capabilities.

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storm mountain
#

Hey 👋 you can reduce the reactivity of the object by increasing friction and reducing bounce by assigning a Physics Material to the collider.

Other thing to try is to scale up or down the scene to match the quality of the simulation you desire. Bigger objects don't tend to move as much. Also when you do not disable the "auto mass" setting, scaling it up will result in bigger mass which could help with possible tremors.

If nothing above helped, please send us a bug report :) 🌵

open talon
#

To add to that, there definitely shouldn't be any tremor on default settings. Do you get the same on our physics samples?