Easy fix for Physics components behaving weirdly in world space
- By turning off colliders on the mirror clone we can prevent them from colliding with the player.
- By using an animated fixed joint we can prevent incorrect movement of rigidbodies under world constraints for remote players.
Worldphysics-20.mp4
- Merge the Animator Controller
World Physics FX
to your own FX Controller, using the Avatars 3.0 Manager tool. - Drag & drop the
World Physics
prefab into the base of your Hierarchy. - Right click and unpack the prefab, then drag & drop it onto your avatar.
- Expand the prefab hierarchy and find
World Physics Target
- Move
World Physics Target
outside ofWorld Physics
and place it anywhere in your avatars hierarchy as needed.- For the demo, lift the
World Physics Target
position on the Y axis, so there is room for the cube to fall.
- For the demo, lift the
- This package is intended for leaning how these fixes work so you can apply them to your own systems. It is set up for a physics demo where cube falls and collides with the world.
- Unity physics are complex and making things work as you intend beyond these fixes is your responsibility.
Colliders: 1
Constraints: 2
FX Animator Layers: 2
Rigidbodies: 2
World Physics
|-Rigidbody
| |-Collider
| |-Cube
|-World Physics Target
World Physics is available as-is under MIT. For more information see LICENSE.