Questions tagged [physics]
Relating to the motion of objects through space and time. Including concepts such as acceleration (thrust and gravity), mass, collision response, friction and more.
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How to implement soft-body blobs that don't pass through one another
I am learning about soft-body implementations in Unity recently, and I stumbled upon the game Blob Merge 3D.
It is quite an interesting implementation because the blobs do not overlap one another and ...
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Physics interpolation given an asynchronous physics thread
I've followed https://gafferongames.com/post/fix_your_timestep/ to do interpolated physics. I have a separate thread entirely from my graphics thread. I use vulkan which allows me to do asynchronous ...
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Separating axis theorem implementation results in limitless extending colliders along the Z axis
I am trying to implement SAT and it works except for the fact that colliders extend infinitely along the Z axis and I can never get past them. I also have confirmed that ...
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In Unity 2022+, Unity.Physics 1.0.16, what is the proper way of detecting collisions with a job?
I have properly defined the CollisionEventJob, scheduled it, and attached necessary components to my entities, but for the love of God, ECS is not detecting collisions between those entities. Here is ...
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Raycast suspension simulation rebounds car on landing
I'm expecting the car to land and engage the suspension to dampen the landing. The code I'm using currently has this effect:
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Realistic bouncing ball physics
I am trying to implement realistic physics for my game plinko. As of now i only implemented the inversion of the velocity and the distance between both objects.
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I don't want my plane to go trough walls, I want it to stop on obstacles
I'm currently working on my first Unity Learn code challenge, making a Flappy Bird style game where a plane needs to fly through gaps between wall obstacles.
I've successfully implemented all the ...
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Trying to plot trajectory of rocket using only its current position and velocity components
I have a 2D controllable rocket for which I want to plot the parabolic motion. Additionally, the parabola should be able to change due to the thrust of the rocket accelerating it in either direction. ...
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How to throw an object using a rotating arm controlled by the player?
Apologies in advance for my lack of knowledge, I am very new to 3D
My goal is relatively simple. The player controls an arm and uses the mouse to rotate it around a point. They can hold the mouse ...
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Using physics to maneuver a spaceship through a point with a specific velocity
I've been tinkering with a space simulation. There are ships, and the flight code can modify the velocities and orientations of the ships directly, with limits for maximumSpeedChangePerSec (basically ...
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Polling Behaviors with Geometry Based Collision System
This one's going to be interesting to explain. Let's say I'm making a geometry based collision system for a platformer, where polygons exist based on the lines that form them. I'm using some basic ...
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How to make entities fall through illuminated side of collider?
I'm trying to make a prototype, but I'm still new to Unity so not sure what's the best approach to take.
Consider this arena:
Essentially, I want the shadowed parts of the outer rectangles to behave ...
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Pushing Multiple Objects With Static Friction
Given is a set of objects at rest that are in contact with each other, external forces that are applied to them and static friction forces (forces that counteract an applied forces up to a maximum ...
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How to settle a rigid body to rest on flat surface
I am trying to simulate the behaviour of a rigid body, for example a cube, while it settles on a flat surface. Let's say it lends on an edge or even on a corner, and now it has to settle and remain on ...
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What is the minimum number of points in a convex hull in most engines?
A convex hull shape in a 3D game engine defined by vertices needs at least 4 points in order to have volume, since that would make it a tetrahedron. However, some game engines may support fewer points,...