1
vote
2answers
65 views

How to know when all 2d rigid bodies have stopped in unity3d?

Is there anyway to know if all 2d rigid bodies in untiy 3d phisics world have stopped?
1
vote
0answers
27 views

How to impale and stack targets correctly according to the collider and its coordinate?

I'm making another simple game, a catch game, where a spawning target game object must be captured using a skewer to impale it. Here how: At the start, the falling object (in red) will fall in a ...
0
votes
0answers
32 views

Memory Management on Physic Body Frames in Unity

Compared from the Android programming with the help of LibGDX and Eclipse programming software in making 2D physics based game from this previous question, what if I'm throwing lots of game objects ...
0
votes
0answers
227 views

Slope polygon collider 2D causing box collider 2D to 'bump' while sliding on it

I'm doing procedural terrain generation. So far I've created the mesh, and attached a 2D polygon collider to it. The terrain is made up of hills going up and down. After doing so, I put a 2D rigid ...
0
votes
3answers
224 views

Applying a torque to a different centre of mass

In Unity I have an object with a circle collider attached to it and when I apply a torque to this object's rigidbody2D, it rotates as expected. However, I have now attached a sub-object to this object ...
0
votes
1answer
637 views

How do I get parabolic movement in Unity using Rigidbody2d?

EDIT: It was the Animator after all. Apply Root Motion basically nullifies any physics based work. I "know" this answer but I can't figure out what can possibly be wrong. My code is in FixedUpdate(). ...
0
votes
2answers
139 views

Use both AddForceAtPoint and change velocity property?

I'm using Rigidbody2D for some game objects. It seems that when I AddForce() or AddForceAtPoint(), the game objects are mostly affected on the Y axis and hardly at all on the x axis. I don't ...
2
votes
1answer
430 views

Understanding Torque in Unity

This is (hopefully) a simple question that should avoid me asking a more complex question. This is in Unity (2D) but hopefully this is a general physics principle I am not getting. I am applying a ...
0
votes
2answers
122 views

Circle Collision class not positioning itself correctly

Ok I am using unity3D and the Futile framework. I have everything drawing and working correctly with Futile, but I am trying to attach a circle collision class to the FSprite that I have. I must be ...
10
votes
3answers
407 views

How to simulate pressure with particles?

I'm trying to simulate pressure with a collection of spherical particles in a Unity game I'm building. A couple notes about the problem: The goal is to fill a constantly changing 2d space/void with ...
7
votes
4answers
12k views

2D character controller in unity (trying to get old-school platformers back)

This days I'm trying to create a 2D character controller with unity (using phisics). I'm fairly new to physic engines and it is really hard to get the control feel I'm looking for. I would be really ...
0
votes
3answers
5k views

2D games on Unity and collision detection performance

I'm developing a 2D game for the iOS platform. I have seen a lot of packages on asset store that makes 2D asset creation for unity easier. I have narrowed my selection to just 2, 2d toolkit and ex2d. ...
3
votes
1answer
8k views

How to use rigid bodies for characters?

First off, I am making a game similar to SSB, which relies heavily on physics, even though it is a sidescroller. I am currently using Unity. In Unity there are "character controllers" which are used ...