Difference between ue4 constraints and unity configurable joints

Hi,
I was wondering why the ue4 constraints and unity configurable joints behave differently with the same drive forces. I tried using the same drive forces but I get very different results. Is there some kind of scaling I need to do?

Hey there @HespKass! Welcome back to the community! So the difference in measurements is only one of the differences between to two systems. The other issue is that they are two separate physics systems, while built on the same principals aren’t the same under the hood, are programmed drastically differently at the end of the day.

Thanks @SupportiveEntity, I had the impression both systems work the same and there was just some scaling going on since they are both built on the physx PxD6 joints. Is there a way to make the ue4 constraints behave like the unity configurable joints? I am only interested in the joint drives since I am using constraints with free limits and just position and velocity targets.

I’d have to take a look at Unity’s implementation as I haven’t worked in Unity in quite a while, I hadn’t known Unity was running the same PhysX base and that’s great detail!