Blender 2.8 stops caching rigid body world

I do not know yet with which circumstances this happens.
I click on play, it caches the physics, then it stops for example on frame 30. Playback continues, but the physics calculation stops on that frame.
I Go back to the first frame, click play, now it calculates to 100 or so, it stops physics, but still playbacks the timeline.
And continue with random stops.
And sometimes if totally stops and doesn’t calculate the physics.

It looks like there is a problem with Sync mode of timeline.
In 2.79, default is No Sync.
So, if a frame takes a little bit of time to calculated before being cache ; there is no problem.

But in 2.8, default is AV-Sync. It looks like it is the reason why caching fails.
By switching Sync mode to No Sync or even Frame Dropping under Playback popover, it looks like caching happens correctly.

1 Like

Can’t say if this works, because now the balls don’t work at all…
Wanna take a look? https://drive.google.com/file/d/1aaQRPh_CL_54FSziO-yhZwBDEELqc5rr/view?usp=sharing

OK ! There are 2 scenes with rigid bodies in your .blend file.

In 2.79, rigid bodies were added to a group called RigidBodyWorld.
But in 2.8, a group became a collection.

Situation is not normal in 2.8. Rigid bodies are added to a RigidBodyWorld collection.
But this collection is not handled by outliner.
There is no way to use a collection that have another name as rigid body world or blender will crash.
So, both scenes are supposed to refer to same collection.
It looks like one sphere is acting like it was colliding with obstacles of other scene.

It looks like this mess-up of data has corrupted the whole .blend file. I did not find an easy way to make first scene work correctly.

1 Like