Dr.Shepherd wrote:
1. When the system is not behaving wildly, the objects rotate seemingly normal. So I suppose it would not be problem for simulation steps.
As far as I can tell, this is correct. I have 5 other levels also in the game, and they do not demonstrate any issues regarding the simulation steps.
Dr.Shepherd wrote:
2. Only the trays with the "Green stones" rotate incorrectly, the other trays rotate more or less correctly. So the problem lies in the "green stones" with other objects
Yes, they are the "sticky" objects of the level. The other objects in the green area have gravity disabled for themselves but aren't constrained to anything. The Generic6DofConstraint being used to make the "sticky" behavior is only between the green stones and the trays they collide with, which is also as you observed the only place of the erratic behavior.
Dr.Shepherd wrote:
3. At about 1:20, you restart a new round. This time, two objects are hanging outside the trays and the system quickly returns to normal. I wonder if it is common or not ?
Very, very rare. Less then 1 in 20 attempts.
Edit: Based on your observation here I wondered if maybe it was making more then one constraint when there was more then one contact point in the collision. I do have code to prevent that but I hadn't scrutinized it as much as other portions of the code. I have now done that ruled that out as a possibility, and my log confirms it's only making one per green stone.
Dr.Shepherd wrote:
It is not easy to identify problems from such a big system. I would suggest if you can remove other trays, and only keep one tray instead, then put one stone onto it, see how the wheel behaves.
I'll add an edit after I have run this test and post the results.
Edit: I attempted this and it still behaves the same, it doesn't seem to be related to the other constraints in the world.