Box Collider, Physics and Stacking creates jitter/bounce

The setup is rather simplistic:

  1. create an actor and add a box collider to it.
    1.1 I added a sprite to visualize and made sure the sprite had 0 collisions
  2. Enable physics, enable gravity, make sure it can only move on the Z axis and block all other movement/rotations.
  3. Enable collision for both query and physics. Make sure it blocks everything.
  4. Stack 2 of them on top of each other.

For some reason, on play, it will start to jitter and sometimes bounce.
I tried messing around with the linear dampening but unless i go to 99 it will bounce. However doing so will result in no gravity applied since it is dragging too hard.

Here is a screenshot:
image
They bounce and sometimes bounce into each other.
I am at a loss on how to make them just stack and not bounce like that… anyone else have that issue?

As an aside, here are the collision and physics presets:


I did notice that the jitter/bounce only occurs if the gravity is enabled. If disabled it does not occur.
So something related to a downwards force is making the box colliders somehow overlap and spring…

And another test shows that if they fall unstacked, they will stack up correctly whereas if they are pre-stacked, they will do that weird jitter bouncing.
I get that it comes from an overlap but it never seems to resolve…
image

They can’t resolve the collision because of the stacking / blame chaos probably.

Simply don’t stack them to where they come into each other and they should never have any reason to glitch.
You can’t expect the engine to magically resolve the issue when you start it from a compromised frame…

On the other hand, dropping one with a weight of 10000kg should still bounce up and stack properly… if it doesn’t do that, its Cahos fault as I have never seen physx act that badly.

And I get that.
I am currently trying to delay the gravity while they are also being far from one another.
It seems to work a bit but then the issue comes with the jitter. Whenever any of them are removed (I’m trying out a match 3 idea), the jitter starts all over again.
Is Chaos trying to recalculate everything each time? :confused:

If so, then this system is starting to lose its charm and I’ll have to depend on fake physics…

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Maybe the pre-stacked boxes are slightly clipping into each other. Try moving each one 2 centimeters above the other and see if it works.

Ah i thought about that and even changed the box’s height to make sure they aren’t and it still happens.

I would never rely on physics on something like this.
Make the physics simulation turn off as soon as the chip collides with another chip.
Problem solved - and you still use physics for the most part…