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Question by plastic cloud · Jan 06, 2011 at 10:03 AM · physicsscalerealistic

how realistic is unity3D's physics supposed to be ?

So i've been trying to get into unity3D, to see if it's any good.

i'm trying to make a pinball machine just to test things out and see how everything works.

But i fairly quickly came to the point where i discovered that if i make a little ball with realLife size/scale (0.03) it just sinks into the underlying object..

why?

Now i read in some other q&a that is has something to do with the physics engine using float math. but shouldn't things be normal if i also rescale the cube on which the little ball is landing to the same small scale?

Am i not supposed to use real life scale ?

is unity3D just not made to use some marble sized balls ?

I seriously wanna make games with marbles.. should i just give up on unity3D or am i doing things wrong ?

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avatar image Thom Denick · Mar 14, 2011 at 05:51 PM 0
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You need to scale everything up. The physics engine does not do well with objects as small as you are working with.

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Answer by runevision · Jan 06, 2011 at 10:16 AM

You may want to tweak the settings in the Physics Manager:

http://unity3d.com/support/documentation/Components/class-PhysicsManager.html

Specifically, I suspect you need to lower the Min Penetration for Penalty setting.

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Answer by YeOldeSnake 1 · Jan 06, 2011 at 10:11 AM

Physics are fine really , i myself havent encountered your problem so can you upload a screenshot or the scene? Maybe you could switch the collision detection to continuous dynamic?

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Answer by Meltdown · Jan 06, 2011 at 11:28 AM

I've had problems in the past with a small ball not colliding with certain objects correctly. You may want to increase the FixedTimeStep value in your projects physics properties.

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avatar image plastic cloud · Jan 06, 2011 at 01:59 PM 0
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do you mean the Physics.solverIterationCount ?

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