While some physical accuracy might have to be sacrificed, it would be nice if box colliders could come to rest on flat surfaces in a way that feels intuitive enough for game mechanics.
A couple of tweaks to the rigid body physics enables this behavior:
When the velocity setter is called, this implies a proper acceleration, which must be accounted for, for the Lorentz transformation in Rindler metric. (This change should increase overall relativistic accuracy.)
When the "Nonrelativistic Collider" option is used, the "Contractor" parent transform "wiggles" the object on any surface it rests on, in a way that makes it spin and "pop." We turn off the "Contractor" if the object isSleeping. (This is less accurate, but necessary. Anyway, this option is an approximation that works best only when used with small props.)
While some physical accuracy might have to be sacrificed, it would be nice if box colliders could come to rest on flat surfaces in a way that feels intuitive enough for game mechanics.
A couple of tweaks to the rigid body physics enables this behavior:
isSleeping
. (This is less accurate, but necessary. Anyway, this option is an approximation that works best only when used with small props.)