Watcha. Our game has required the use of welded, compound meshes to support construction of in-game assets from individual parts. To achieve this, we’ve started using the disabled BodyInstance welding code to merge colliders.
This seems to work and is providing correct collisions on simulated physics objects, however the compound objects are non-symmetrical and exhibit odd behaviour when torque is applied to the center of mass.
Adding yaw results in both yaw and roll due to the asymmetry. I was under the impression that with a diagonal vector-usage of an inertia tensor, such responses couldn’t happen, though I admit my physics knowledge is pretty ropey. Is this expected behaviour?
I’ve seen that welding is going to be officially supported when attaching actors in the future, so we’re hoping to use that method when it becomes available. Knowing whether this yaw-causing-roll behaviour is expected would help us decide if it’s worth investing time resolving the issue now or if we should wait for the welding code to be officially supported if you think that’s likely to resolve the matter.