Vehicle Physics question
Posted: Tue Jul 09, 2013 6:24 pm
My associates and I have noticed a bit of odd behavior in vehicle physics.
To easily replicate this, open up/run the SuspensionCarDemo2.cs filie (Though any demo with a car should do it) in the Extras folder. In the constructor, set the Space.ForceUpdater.Gravity property to Vector3.Zero then run the demo.
As expected, the car is suspended in mid air. The curious behavior is that accelerating the vehicle/spinning the wheels causes the entire vehicle to slowly spin as well. I'd expect for the wheels to be able to spin without transferring that rotational velocity to it's attached body. Is this a consequence of multiple constraints fighting each other? Is there a better solution than "Lower the motor settings until it doesn't happen anymore"?
To easily replicate this, open up/run the SuspensionCarDemo2.cs filie (Though any demo with a car should do it) in the Extras folder. In the constructor, set the Space.ForceUpdater.Gravity property to Vector3.Zero then run the demo.
As expected, the car is suspended in mid air. The curious behavior is that accelerating the vehicle/spinning the wheels causes the entire vehicle to slowly spin as well. I'd expect for the wheels to be able to spin without transferring that rotational velocity to it's attached body. Is this a consequence of multiple constraints fighting each other? Is there a better solution than "Lower the motor settings until it doesn't happen anymore"?