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  • “My object sinks!”

Your density is set to too high, or you increased the mass notably without enabling Modify Values.

 

  • “My object stops on top of the water surface!”

If using a water with collider, make sure it is set to trigger.

 

  • “No, it stops on the water's surface like it hits a wall, and I set it as a trigger!”

Your density is probably set too low. If you're absolutely sure your mass is where it should be, and your drag values are fine, then the most likely culprit is density. If Mass Compensation is not on, in this scenario a low density object would just bounce like a rubber ball. You can also try to increase the slicing amounts to even the load, but be careful not to overdo it especially for smaller objects.

 

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  • “My object flops over on its side like a cat on a sunny day!”

Your center of mass has gone awry for some reason. Give it a spot of modification by enabling Modify Values in the debug menu, and then adjusting the Custom Center of Mass after you enable Draw centerOfMass setting. Alternatively, you can try to increase Advanced slicing settings to see if that helps. Also try migrating any colliders you don't want to use in buoyancy simulation to a child of the object. The script will not take into account any colliders within its children.

 

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  • My object's vibrating like a chihuahua in a blizzard!”

This can (rarely) happen due to multitude of reasons. First order of business, try enabling Mass Compensation. If that didn't help, you should check your mass and Object Density. The density may be too low for a high mass, or the mass may simply be too high if you have Mass Compensation on. If this isn't the case, and you modified anything under Advanced slicing Settings, try reducing the value for either Slice by amount or dramatically reducing it for Buoyancypoint Limit, or both.

 

If you didn't touch the values in Advanced slicing settings, you may try increasing the Slice by amount, or conversely, you may try reducing Buoyancypoint amount if it is a smaller scale object.

 

If still none of these work, the following options are open for you:

 

- Remove, or add a Buoyancy Frame, depending whether or not you have one

 

- Disable any other colliders on the object except either the Buoyancy Frame if using one, or the main collider. If this fixed the issue, move the other colliders to a child gameobject instead. Keep in mind ALL colliders, triggers included, are calculated in to the simulation.

 

- In extremely rare cases with strange collider setup, such as triggers and other childed colliders far outside the model of the object, the physics can start behaving very strangely. In this case, use a custom center of mass.

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  • “My object's straightening too harshly/is too buoyant despite higher density!”

The way the buoyancy works is that the buoyancy is evenly distributed along each point. So, increase the values from Advanced slicing settings. You can also increase the density of the object further and move the Buoyancy Frame lower, if using one.

 

  • “My object's sinking the wrong way!”

This can happen if the object's natural buoyant rotation isn't 0,0,0. Simply use another of the settings. This happens because they use local coordinates. They're not named “Y X and Z axis” because I found it easier to think of them this way. You may of course modify the editor script to your needs and likings!

 

  • “No, I mean it sinks in the opposite direction I want it to!”

The sinking simulation sinks your object whichever way it is tilted most at the time the sinking state triggers. You may “motivate” your ship to sink more toward one side by giving it a Custom Center of Mass that's aligned toward the side you want it to sink. If it refusing to sink upside down, however, increase, or decrease the Tilt Multiplier. If it keeps doing that, make Tilt Multiplier negative.

 

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If further questions arise they will be added to the list above.

Didn't find an answer to your question in the list above, or the documentation? Throw me some mail at

:

impendingfeaturecreep(@)gmail.com
(Just remember to take those extra ellipsis out around the at sign! Just spambot prevention)

Questions & Support

 

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