Fixed Joint/Rigid Body Drag/Angular Drag Problem
closed
kITE_
When making a fixed joint, connecting to nothing and making drag and angular drag infinity so it stays still and essentially becomes a world space game object it malfunctions.
it does not do this anymore
I have tried many tests and the only result is when your avatar/client root is moved in the world scene it will start to follow you as if the fixed joint is no longer attached.
Video is the exact problem, Although when you SIT STILL it will snap back into the original place it was dropped.
only one avatar of mine has not suffered from this, it is a humanoid rig that I drop and is being fully animated and dancing
I have tried to replicate it but i can not get the same results,
the world object that im dropping with the animation is a 5.6 avatar that works fine, although i have avatars from 5.6 that use the same method and dont work.
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Tupper - VRChat Head of Community
marked this post as
closed
Closing this, for a few reasons, but mostly because you should just use constraints now.
Noe
Merged in a post:
Fixed Joints are still broken (2017.4.15f1)
FruityFusion
Basically this, https://vrchat.canny.io/vrchat-2017/p/fixed-jointrigid-body-dragangular-drag-problem
Still didn't get fixed tho, its a very important feature for animators.
Noe
Merged in a post:
Player Movement and accessories
boi boi
I will start up by saying, thank you to the devs for reading our posts it helps the community a lot. We are all happy that you read and respond to our questions and feedback, no question about it at all that none of us would be here if we. As a community didn't band together as people, and form what today is the VRC community.
But of course im not a liar so i wont say any of that, listen devs we creators and even just avatar uploaders that use finished products from sites use fixed joints and rigid bodies. Mind fixing them?
No more, "updating unity". We have literally told you guys for a long while. Can you please fix this, we had, for as long as i can remember. Bugged fixed joints where if we wanted something to stay in a static position. They would move with the body and jigger around. Not behaving like intended. This has been ongoing since its discovery. Just take the damn time to fix fixed joints and rigid bodies for once and just listen to us. No more "that wouldnt work" or "not our bigges priority" you guys literally claimed it was impossible to crash other people until people did. You rejected peoples code or help with anti crash and it took you months to do, what literally was just a couple lines of code. Take the time to fix this for my and everyone elses sanity.
sirmurei
Hey I want to point out that there is a workaround for this, and it doesn't require a humanoid avatar. This workaround is to add an active animator with "apply root motion" checked to the world fixed joint. To make it active, have the animator component on by default and add any controller reference. The controller itself can be empty.
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Kizzy
sirmurei: Thanks so much.
Niyah
Please do.
Floppiii
It is very important to fix the fixed joints, it's very very bad for stuff to stay on one position
sirmurei
All of my public packages are broken because of this bug. I can't really make anything cool without physics. Please fix :D
H
Hugo Zink
Still doesn't seem to be fixed despite the early reports in the beta.
Miri Lynn
Why my fixed joint pink?
T
Toga
No way LOL
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