Node not attached to plane when physicsbody is activated
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:
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
add a comment |
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:
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
add a comment |
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:
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
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:
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
ios swift arkit physics-engine plane
edited Nov 24 '18 at 16:31
kuemme01
asked Nov 19 '18 at 17:04
kuemme01kuemme01
109114
109114
add a comment |
add a comment |
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