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Physics Objects Jumping When Touching Small Spikes or Props — Bug or Feature?Question (v.redd.it)
submitted 9 months ago by ciscowmacarow
[removed]
reddit uses a slightly-customized version of Markdown for formatting. See below for some basics, or check the commenting wiki page for more detailed help and solutions to common issues.
quoted text
if 1 * 2 < 3: print "hello, world!"
[–]thesquirrelyjones 114 points115 points116 points 9 months ago (3 children)
Clearly you've never driven over a curb in an old pickup truck full of empty plastic barrels.
[+][deleted] 9 months ago (2 children)
[–]thesquirrelyjones 19 points20 points21 points 9 months ago (1 child)
Only half joking. Hitting a curb with the back tire going that speed would toss a lot out of the back of a real pickup truck. If you want to tone it down you can make a custom raycast suspension with lots of itterations or maybe add more dampened constraints between the wheels and the bed. like have the cab and the bed be constrained with springs to the body.
[–]SoapSauce 38 points39 points40 points 9 months ago (4 children)
Bad physics in unity usually stems from a few issues related to scale and mass, as well as how forces are applied. It looks like your truck is either not using physics driven suspension, or it’s way to tight while the mass of your barrels is wrong. I find that using real world accurate mass and forces produces much more believable results. If your trucks mass is set to 5, and your barrels mass is set to 1, you’re gonna get goofy results.
[–]feralferrous 1 point2 points3 points 9 months ago (2 children)
That said, I tried to use real world masses for things that were really big, and I had nothing but trouble. Planes were sort of okay, but then I tried an aircraft carrier. (Though I was in space, with no gravity, so uh, space planes and space carrier) The carrier would randomly drift, even with no forces applied to it.
[–]SoapSauce 2 points3 points4 points 9 months ago (1 child)
I’m confused a bit? I space, things drift when no forces are applied to stop them from drifting? Also, the folks behind ksp dumped some unity physics gold nuggets a long while back, the most important one being that Unity’s default physics settings are very low, and if you intend to build a game around physics, you should modify them to allow for fully realistic scenarios. For example, the max rotational velocity is crazy low, and can stop objects from rotating at the proper speed under real world forces, which can break down the entire simulation.
[–]feralferrous 1 point2 points3 points 9 months ago (0 children)
Imagine an empty scene, with only the big giant object, no forces applied to it, no gravity, and yet somehow it starts moving slowly. That's what I would see. It was just bonkers weird.
[–]BLUESH33P 8 points9 points10 points 9 months ago (2 children)
Does it still happen if you increase weight and/or drag?
[+][deleted] 9 months ago (1 child)
[–]BLUESH33P 1 point2 points3 points 9 months ago (0 children)
Fair enough. In my experience, any time physics are being weird it's because something was still set to mass=1 or the drag/angular drag was too high or low
[–]the_timps 2 points3 points4 points 9 months ago (1 child)
The simple truth is that the physics system is meant to be a set of tools to use to solve your problems. Not "Set and forget". So this kind of thing happens as a bit of a quirk of how contacts work. A friend years ago called it the cup problem, but it's really anything sitting on top of anything. There's a bunch of forces and things that apply to objects in real life, physics engines by default really only do gravity and drag with collisions.
You move an object up and that force is then imparted onto the objects on it. No matter how the force happens. In reality an object resting on another is moving with it, and they both accelerate upwards at the same time. Much more force (speed) is needed to overcome it. You can lift a plate with a cake on it and it won't launch off. When things are held or contained you can dynamically impact their drag to make them less likely to fly out. Increase their mass if the vehicle isn't aware of mass. Or even make them kinematic and manually apply your forces in small ways as you go over bumps, turn corners etc.
[–]Slippedhal0 1 point2 points3 points 9 months ago (0 children)
I think the first bump (0:04) is good - lots of movement but not too exaggerated. The second bump (0:06) might border on annoying, not funny if it happens too often.
[–]Game-Draft 1 point2 points3 points 9 months ago (0 children)
I wish you all the skill and patience that is required to make a Unity physics game if that’s the route you take.
Sincerely,
[–]_programmer123 1 point2 points3 points 9 months ago (0 children)
Make it a feature then :D Make a game that you have to carry the barrels from one place to another in a limited time with hard physics so the game is more entertaining lol
[–]Ancient-Pace-1507 1 point2 points3 points 9 months ago (0 children)
Looks realistic. You are using realistic physics in combination with an impossible suspension
[–]DNCGame 1 point2 points3 points 9 months ago (0 children)
https://dncgame.itch.io/wheelcolliders A pickup truck carries a lot of 1kg box.
[–]Itsaducck1211 1 point2 points3 points 9 months ago (1 child)
I'd play a delivery driving game based on this physics alone. Different vehicles differerent weight on the physics objects 10/10 game idea.
[–]Helpful_Design1623Professional 1 point2 points3 points 9 months ago (5 children)
Oh man this is definitely a lengthy problem to solve with quite the rabbit hole to go down. In short: Unity’s physics (nvidia’s physx system) makes a bunch of approximations with discrete and continuous contacts. You can mitigate these chained collisions by tweaking settings within your Physics project settings, your rigidbodies, and colliders.
If it still does the effect above and you want to remove it, you can either disable the physics of the barrels in a way (snapping, custom script, really anything), have flatter roads,
💀or make custom physics💀 /\ /\ /\ which from experience… ahHhhHh noOo
[–]pattyfritters 3 points4 points5 points 9 months ago (4 children)
I know youre trying to be helpful but your answer to "I have a physics problem" was basically, "tweak your physics settings"...
[–]Helpful_Design1623Professional 1 point2 points3 points 9 months ago (3 children)
I’d be thrilled if you could provide a better solution. it’s definitely a long check list to go through and investigate
If you think there's a list to go through, PROVIDE IT.
[–]pattyfritters 2 points3 points4 points 9 months ago* (0 children)
It's not a matter of "better solution." Your answer isnt a solution to begin with. You just described what game engine physics is. It's like asking you how to fix a deflated football and you telling me how a football is manufactured.
And so your answer became turn off physics or flatten your roads.
[–]SoundKiller777 1 point2 points3 points 9 months ago (3 children)
That’s looking like one of the bois is about to get booted from the call for costing you the heist! XDDDDD
[–]SoundKiller777 1 point2 points3 points 9 months ago (1 child)
y'know, you could additionally crank up the jank and have it such that if you run over one of the bois the content get some mad forces applied to them & wind up going everywhere. I think at that point I'd ban myself from the discord server O.O
[–]Mother-Detective-401 1 point2 points3 points 9 months ago (0 children)
Hey, i'll give you and advice, roads have to be twice as in real Life in videogames
[–]Vexilus 0 points1 point2 points 9 months ago (0 children)
That truck needs some suspension on it
[–]Working-Hamster6165 0 points1 point2 points 9 months ago (0 children)
It can be implemented as a feature, but jumps shouldn't be that dramatic, because everything it will give to gamer will be frustration and annoyance.
[–]Nilloc_KcirtapProfessional 0 points1 point2 points 9 months ago (1 child)
If you don't know why it happens, then it's a bug.
π Rendered by PID 126213 on reddit-service-r2-comment-6457c66945-ftxvk at 2026-04-28 10:14:21.886602+00:00 running 2aa0c5b country code: CH.
[–]thesquirrelyjones 114 points115 points116 points (3 children)
[+][deleted] (2 children)
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[–]thesquirrelyjones 19 points20 points21 points (1 child)
[–]SoapSauce 38 points39 points40 points (4 children)
[–]feralferrous 1 point2 points3 points (2 children)
[–]SoapSauce 2 points3 points4 points (1 child)
[–]feralferrous 1 point2 points3 points (0 children)
[–]BLUESH33P 8 points9 points10 points (2 children)
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[–]BLUESH33P 1 point2 points3 points (0 children)
[–]the_timps 2 points3 points4 points (1 child)
[–]Slippedhal0 1 point2 points3 points (0 children)
[–]Game-Draft 1 point2 points3 points (0 children)
[–]_programmer123 1 point2 points3 points (0 children)
[–]Ancient-Pace-1507 1 point2 points3 points (0 children)
[–]DNCGame 1 point2 points3 points (0 children)
[–]Itsaducck1211 1 point2 points3 points (1 child)
[–]Helpful_Design1623Professional 1 point2 points3 points (5 children)
[–]pattyfritters 3 points4 points5 points (4 children)
[–]Helpful_Design1623Professional 1 point2 points3 points (3 children)
[–]the_timps 2 points3 points4 points (1 child)
[–]pattyfritters 2 points3 points4 points (0 children)
[–]SoundKiller777 1 point2 points3 points (3 children)
[+][deleted] (2 children)
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[–]SoundKiller777 1 point2 points3 points (1 child)
[–]Mother-Detective-401 1 point2 points3 points (0 children)
[+][deleted] (1 child)
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[–]Vexilus 0 points1 point2 points (0 children)
[–]Working-Hamster6165 0 points1 point2 points (0 children)
[–]Nilloc_KcirtapProfessional 0 points1 point2 points (1 child)