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Physical prims 'float' - why?

Tobor Mounier
Registered User
Join date: 2 Nov 2005
Posts: 4
12-20-2005 12:29
When creating a physical prim, say a ball (any shape, really), and you drop it on another prim it seems to float - never touches it.

Is there a way of stopping this, or is it a limitation due to collision checking, stopping prims merging?

It's a pain coz i'm trying to make a game where a (small) ball is rolling on a flat surface - doesn't look good with it floating above it...

Thanks.
Aurael Neurocam
Will script for food
Join date: 25 Oct 2005
Posts: 267
12-20-2005 12:45
unfortunately, there's a built-in 10cm gap in the physics engine. There's no way to change it, except by possibly adding a 10cm-thick phantom layer to your flat surface.
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Tobor Mounier
Registered User
Join date: 2 Nov 2005
Posts: 4
12-20-2005 13:09
Thanks, thought that might have been the case :(

The phantom idea is what i used as a temp work around - have to make the real base rez it though as you can't link it.
Aaron Levy
Medicated Lately?
Join date: 3 Jun 2004
Posts: 2,147
12-20-2005 13:22
I understand the gap in the physics engine, but if each prim has its position, size, etc set in stone via variables, how could they change?
Tobor Mounier
Registered User
Join date: 2 Nov 2005
Posts: 4
12-21-2005 11:11
The fact that they are physical means they react to external forces - so even if you set the position gravity, the 10cm gap rule, etc will act on it and it will move to a 'stable' position.