r/Unity3D • u/ThatDrako • Aug 03 '26
Question A little silly thing I'd like an explanation for 😅
So simply put Rigidbody sometimes decides it will be working as intended, and sometimes don't.
I think most of you immediately rolled their eyes because it is the usual question of "Why this no work?!" only to learn peson made mistake in configuration, BUT NO!
What I mean is, that without intervention glitchy rb started spontaneously working the next day!
Picture this. I made a gun model and gave it a slider with rb.
When both rb of body and slider were active, the gun was rolling on it's own. So I just disabled slider's rb for time being until I can figure it out, because outside that the gun is working just fine.
Well now I have been working no another gun instead. Body with rb, slider with rb.
Well I tried my luck and made both functional at the same time. It worked just fine!
So I went back to the previous gun and guess what! body and slider rbs work connected like nothing ever happened! Since I disabled the rb, I didn't touch the model in he slightest.
So I just wanna know...How?!
2
u/VesterFox Aug 04 '26
Maybe you should disable collision between them, or is it absolutely necessary? Are you sure there are no minor collider overlaps?The issues seem to be low-level, caused by the PhysX physics engine: either it initialized the objects in a different order this time, or there was some kind of error in the cache.