Update: I discovered it is actually the pivot point. I’m not exactly sure why it’s doing this, though.
Initially I believed this was a collision filtering issue, but I just figured out what was causing this. I believe the rotation quaternions are causing the gravity vector to apply to the cylinders at an angle. Is there a way to prevent this from happening? I have to be able to update the rotation quaternions multiple times after the physics impostor is created. Any help or suggestions are greatly appreciated.
There is something weird with the pivot.
Can you try to use cylinder3.physicsImpostor.setDeltaPosition(new BABYLON.Vector3(0,-0.05,0)); instead of doing a call to setPivotPoint ?
Hi! I attempted that in my full project, it just exploded in a different way. Is there a way to get maybe a vector of the angles of rotation axis from the rotation quaternions? I was trying to find something in the documentation to do that so I can manually position the cylinder. Also, thanks for the help!