Node not attached to plane when physicsbody is activated












1















I try to let a car drive over my table via ARKit.
To detect the plane and add a 3D Object on it via ARKit couldn't be simpler and its very accurate, so everything is fine.



But when I configure the table plane as SCNPhysicsBody.static/kinematic and the car as SCNPhysicsBody.dynamic the car always flys about 10cm above the plane for no reason.
I could already find out that it depends on the mass of the car. If I set it to 0 or doesn't give the car a SCNPhysicsBody at all, everything work fine again.



I already activated sceneView.debugOptions = [.showPhysicsShapes] to see the boundingbox thats maybe to big or something, but everything looks fine.



Update:
I played a bit with the scn file and found this option to set a physics shape. After changing it to Shape: Box I saw a boundingbox that should not be that deep:



The BoundingBox lets the car floating



So the green box stand on the table, but it looks like the boundingbox is shifted down a bit, should be up to the spoiler.
How can I adjust them, when I open it in an 3D Editor ist stand flat on the surface.










share|improve this question





























    1















    I try to let a car drive over my table via ARKit.
    To detect the plane and add a 3D Object on it via ARKit couldn't be simpler and its very accurate, so everything is fine.



    But when I configure the table plane as SCNPhysicsBody.static/kinematic and the car as SCNPhysicsBody.dynamic the car always flys about 10cm above the plane for no reason.
    I could already find out that it depends on the mass of the car. If I set it to 0 or doesn't give the car a SCNPhysicsBody at all, everything work fine again.



    I already activated sceneView.debugOptions = [.showPhysicsShapes] to see the boundingbox thats maybe to big or something, but everything looks fine.



    Update:
    I played a bit with the scn file and found this option to set a physics shape. After changing it to Shape: Box I saw a boundingbox that should not be that deep:



    The BoundingBox lets the car floating



    So the green box stand on the table, but it looks like the boundingbox is shifted down a bit, should be up to the spoiler.
    How can I adjust them, when I open it in an 3D Editor ist stand flat on the surface.










    share|improve this question



























      1












      1








      1








      I try to let a car drive over my table via ARKit.
      To detect the plane and add a 3D Object on it via ARKit couldn't be simpler and its very accurate, so everything is fine.



      But when I configure the table plane as SCNPhysicsBody.static/kinematic and the car as SCNPhysicsBody.dynamic the car always flys about 10cm above the plane for no reason.
      I could already find out that it depends on the mass of the car. If I set it to 0 or doesn't give the car a SCNPhysicsBody at all, everything work fine again.



      I already activated sceneView.debugOptions = [.showPhysicsShapes] to see the boundingbox thats maybe to big or something, but everything looks fine.



      Update:
      I played a bit with the scn file and found this option to set a physics shape. After changing it to Shape: Box I saw a boundingbox that should not be that deep:



      The BoundingBox lets the car floating



      So the green box stand on the table, but it looks like the boundingbox is shifted down a bit, should be up to the spoiler.
      How can I adjust them, when I open it in an 3D Editor ist stand flat on the surface.










      share|improve this question
















      I try to let a car drive over my table via ARKit.
      To detect the plane and add a 3D Object on it via ARKit couldn't be simpler and its very accurate, so everything is fine.



      But when I configure the table plane as SCNPhysicsBody.static/kinematic and the car as SCNPhysicsBody.dynamic the car always flys about 10cm above the plane for no reason.
      I could already find out that it depends on the mass of the car. If I set it to 0 or doesn't give the car a SCNPhysicsBody at all, everything work fine again.



      I already activated sceneView.debugOptions = [.showPhysicsShapes] to see the boundingbox thats maybe to big or something, but everything looks fine.



      Update:
      I played a bit with the scn file and found this option to set a physics shape. After changing it to Shape: Box I saw a boundingbox that should not be that deep:



      The BoundingBox lets the car floating



      So the green box stand on the table, but it looks like the boundingbox is shifted down a bit, should be up to the spoiler.
      How can I adjust them, when I open it in an 3D Editor ist stand flat on the surface.







      ios swift arkit physics-engine plane






      share|improve this question















      share|improve this question













      share|improve this question




      share|improve this question








      edited Nov 24 '18 at 16:31







      kuemme01

















      asked Nov 19 '18 at 17:04









      kuemme01kuemme01

      109114




      109114
























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