Search Issue Tracker
By Design
Votes
0
Found in
4.2.0f3
Issue ID
555036
Regression
No
PhysicMaterial. PhysX. Braking distance is half of what you must get by real laws of physics
Start scene and check console.
In scene you'll see cube that moves on plane. It has some initial velocity and it should stop because of the friction.
Braking distance is calculated by formula:
V0^2/(2 * fr * g), where V0 is initial velocity, fr - coefficient of friction, g - gravitational acceleration (Physics.gravity.y)
But instead we get result that is half of this value.
Checked with different frictions and frictionCombine mode.
Same result.
Looks like PhysX problem
All about bugs
View bugs we have successfully reproduced, and vote for the bugs you want to see fixed most urgently.
Latest issues
- Texture Import Warnings are obscured by other Terrain Layer options in the Inspector
- Burst Inspector middle divider is jittering when resized with the Burst Inspector window docked
- JsonConvert conversion fails trying to call GetCallbackMethodsForType when [OnDeserialized] is used in a class
- Different text alignment in the column header in Entities "System" window
- Objects with Universal Render Pipeline/Particles/Lit shader are always lit up when changing their Rendering Layer Mask
Add comment