[1183] Momentum and Inertia changes
complete
Godfall
As of the current build, momentum and inertia isn't distributed in a convincing manner. This means that swinging stuff around is impossible to do. Hitting an object with a collider will not create an appropriate response either.
_Exemples_
Collision does not generate movement : https://drive.google.com/file/d/1PDpzrDkKFJOTdYERbfKB3O5DUVtgITvS/view
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Aev
updated the status to
complete
Please try these methods using the new "Advanced" Integration Type provided in build 1188. The examples you've provided should be possible again, along with other additional controls for specific behavior!
Sewshi
Aev: Where is this??? I'm not sure where to find integration types? is this a Unity thing or an in-game thing?
Aev
Sewshi: It's a setting on the PhysBone component, which you'll customize in Unity. Auto-converted DynamicBones will also use the Advanced system. These things require the latest Open Beta to be used.
PingerSurprise
Aev: Colliders work as intended on my end in build 1188.
Alc_
I can confirm any kind of hair-head collider setup that was possible with dynamic bones doesn't translate very well over to physbones. the same can be said for tails that are set to collide with legs/hips
pinkiceygirl
Yup I can confirm colliders don't work correctly..
Ruuubick - Designer
updated the status to
tracked
Godfall
Yes, it makes impossible minor things such as spins and believable collisions.
But EVEN MORE IMPORTANTLY (imo) :
This affects in a negative way how everything using the VRCPhys script moves. Tails, hair, straps, chains, you name it.
Lun․
Yeees, my spinning knife system is broken aswell because of this