Physics bouncing / jitter issue

Hello

I’m trying to just get physics work but can’t figure why there’s still jitter issue. It looks like this:

If that matters - these collision objects are under one game object

This is just newly created project. Physics’ scale is set to 0.01 with gravity as -1000

Having multiple dynamic collision objects on a single game object will be a problem. What if you remove one of them?

Thanks for reply! Yes, it works in such case. But then how am I supposed to create ready-to-use game object compounded of n objects and eg. connected with joint? I guess collection is out of range as you can’t add it to other existing collection and use as game object?

Using multiple game objects, each of them with one collision object and connected using a joint is one way to achieve what you are after.

Could you tell me a bit more about what you plan to create?

I’m trying to make softbody. This would need many collision objects connected with spring joints. The key is I wanted to “pack” it into one entity to be able to just put it into collection without further handling in each of them. I.e. one entity would have sprite, collision objects and script for joints handling

Actually, you can add collections to other collections. That’s one of their basic features. You can nest them as deep as you want. You can add them in the editor, or spawn them at runtime with a collection factory component.

It’s very common to use a collection file instead of a gameobject file for your player or other characters, since they often have multiple sprites or other pieces that you want to move around (which means you need multiple game objects).

Derp, I don’t know how I missed it. Thanks!

One more thing though - I see bodies never go into sleep mode in my case and jitter instead. It may be because of some restitution or so, but haven’t checked that yet. Do you guys maybe know what is the issue here?

obraz

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