Rigid body dynamics is the simulation of physical objects which are "solid" and cannot deform or change shape during simulation.

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2answers
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How to freeze rotation with a Rigidbody 2D? [closed]

So I am looking to freeze rotation in the Y axis on a Rigidbody 2D. I'm not sure how to set this in my code. This is what I have so far, can you point out my errors? public class PlayerMovement : ...
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1answer
38 views

Unity gravity not effecting everyone like it should

so My problem is a bit weird. I have a model that will not fall at the correct speed. She falls incredibly slowly. This is the only script attached to her, and I did the "Scale to large" test by ...
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1answer
29 views

Bullet Physic: Stack transformations on body after adding

How can I stack multiple transformations on a body? I mean... Rotate, translate and then rotate again? If I understood, a transformation on a rigid body can be made like this: btTransform ...
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0answers
31 views

Question about designing and controlling a forklift's forks

I am building a forklift for a game that I am working and I am trying to come up with a valid way of designing it. So far I haven't really liked the way it behaves in game The forklift has three parts ...
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0answers
24 views

unity Rigidbody jump

I absolutely don't know what is the problem with this code and I have tried everything without any success. I need help. void FixedUpdate() { if (Physics.Raycast(transform.localPosition+new ...
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1answer
110 views

Rigidbody physics concept: Why translate collision shape on-the-fly instead of mutating it?

Crossposting at http://stackoverflow.com/questions/29993547/rigidbody-physics-concept-why-translate-collision-shape-on-the-fly-instead-of-m I've spent some time going through physics engine's ...
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0answers
69 views

Unity Rigidbody click to move issue

I'm wanting to have a script that when I click in my scene, my player will rotate and have a force added to it and will travel until it has reached the clicked point in my scene. Right now I have it ...
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2answers
63 views

unity3d - Object keeps falling down

I have an object that moves towards another object using this line : transform.position = Vector3.MoveTowards(transform.position, target.transform.position, speed * Time.deltaTime); this is it's ...
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0answers
64 views

Physics: calculating angular acceleration in world vs local space

I have a pretty simple rigid body simulation written in Python. In my code I calculate the angular acceleration using formula: angAcc = torque * inertiaTensor^-1 (note row-major matrix order) Now, ...
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0answers
86 views

Rigging Skinning of human skeleton skin mesh scanned by MRI

I have successfully developed a system in Qt/C++ for human musculoskeletal mocap simulations. I can run asf, amc, bvh motion capture files and can visualize the joint transformations. I even simulated ...
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2answers
48 views

unity2D Top-Dow Mobile rigibody2D

im using this code for my 2D TopDown mobile player movement.but when i move player With UI Image buttons player keep moving.it didnt stop.and also player starting of move he is very slow. the he ...
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1answer
160 views

OnCollisionEnter2D incorrect contact point?

I am trying to shoot a bullet (rigidbody2d, boxcollider2d) to another enemy object (rigidbody2d, kinematic, circlecollider2d). I want the collision point between these two. When they collide, i want a ...
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4answers
1k views

Difference between Update method and FixedUpdate in Unity?

i am starting to learn Unity3d and one of the confusion i get is difference between Update() and FixedUpdate(). I am following Lynda Unity 2D game development tutorial there, the instructor uses ...
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1answer
72 views

Lots of bouncing balls sink into each other [closed]

I'm trying to model a system that simulates an arbitrary number of bouncing balls with some gravity. So far I've come up with a solution that can be seen here: ...
1
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1answer
42 views

How could I get composite rigid body into unity

I am developing a game, in unity, that has accurate destruction physics and from my understanding unity uses plain old rigid body physics. I was wondering if there was a way to bring composite rigid ...
2
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3answers
230 views

Jumping higher when the player touches a trigger collider in Unity

Im using Unity engine to create a 2D platformer. My character can single/double jump, this works fine everywhere except when i am in range of a collider with a IsTrigger set to TRUE, then my character ...
1
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1answer
61 views

Understanding HingeConstraint in jBullet

I'm using the java port of BulletPhysics engine jBullet. I'd like to make a joints between 2 triangles so that one edge of the first and one edge of the seconds act like a hinge. But I don't ...
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0answers
33 views

Applying angular velocity distorts model

I am calculating the orientation of a sphere through the following code wV = new Vector3(0, pi/2, 0); w = new Quaternion(wV, 0); // o is the current Orientation o.Normalize(); w = 0.5f * w * o; // dt ...
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1answer
423 views

Can't go above max speed with RigidBody2D.AddForce()

I'm having trouble making a character move faster than a certain limit using RigidBody2D.AddForce(). My game is a top-down 2D game (constrained to the x/y plane). I'm using a float 'MovementSpeed' to ...
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1answer
94 views

Warp GameObject Size When Entering/Leaving Area

Below I have an image describing the desired functionality I am going for. Let's say you control a square and when you move this square into a given area, any part of your rigidbody/model inside of ...
2
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1answer
189 views

How can I ensure character weapon is also included in collision detection?

I have two models, my player character and her weapon. Each can be controlled independently (that is, I allow the player to aim the weapon). The object hierarchy is: Character (with ...
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0answers
56 views

Maya shatter collision without interpenetration

I'm a newbie in Maya and after days of Googling I still cannot find the answer to my question. I'm making a solid shatter in Maya, as expected, the rigidbodies interpenetrate with each other. And the ...
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1answer
135 views

How can I trigger an event each time the rotation of my rigidbody2D is at a given value?

I would like to trigger an event each time my rigidbody2D is at a particular value. The event should only be triggered once for each given value per complete object revolution. Initial attempts at ...
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1answer
214 views

AddRelativeForce not working correctly

I am stuck on the code for couple of days but couldn't figure it out. Therefore I turned out to look the answer here but couldn't find any that match the requirement Hope some One might help here is ...
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1answer
84 views

Unity Rigidbody2D to act on certain gameobject only

I am creating a 2D game and the player object has a rigidbody2D attached to it. The game works fine until the player collides with a power up. The rigidbody physics get all messed up. So I was ...
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2answers
59 views

How can I add an impulse to specific rigid bodies at rest?

Scenario Rocks falling down a rocky slope, with a flat surface at the bottom. When they land on the surface, the rocks move slightly before coming to a rest. GLESDebugDraw shows the bright orange ...
2
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1answer
527 views

Inverse Explosion with Unity2d

I am currently trying to make all other objects push away from the player when the player explodes. It currently works, but it pushes close objects a little and far objects very far. What I want is ...
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1answer
831 views

Repelling a rigidbody in the direction an object is rotating

Working in Unity, I have a game object which I rotate each frame, like so: void Update() { transform.Rotate(new Vector3(0, 1, 0) * speed * Time.deltaTime); } However, I'm running into problems ...
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0answers
99 views

unity4.3 rigidbody2d unexpected force behaviour

So guys ive edited the question and here is what my problem is i have a player which has a rigidbody2d attached to it.my player is able to doublejump in the air nicely and stick to walls when ...
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0answers
153 views

Swiping with rigidbody

My character moves continuously forward with rigidbody.velocity = v3Force * strength; My Swipe script is based on a youtube tutorial from https://www.youtube.com/watch?v=9ZIHx09GevI I just changed ...
2
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2answers
125 views

Can I make a character solid but not lose non-physics behaviour?

My character can walk around in the world, but walks through other objects, for example a cylinder (stand-in for a cannon). To fix this I added a capsule collider to each of the character and ...
3
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1answer
341 views

Calculating impulse with multiple collision points

In my amateur 2D rigid body physics engine for a game I react on collisions between two bodies with an impulse j (formula 11) as explained here. To calculate this impulse I need one contact point P ...
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2answers
6k views

How to move rigidbodies

Have i understood this correct: If i want to use a rigidbody for physics then i should not move an object through its transform.position. I should never move it by riigidbody.velocity since i then ...
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1answer
187 views

making rigid body stop using friction

how am I suppose to apply friction to an object so that when I apply force it decelerates eventually to zero? Here are my physics objects: Rigid Body "Sphere" Collision shape: btSphereShape(0.50) ...
2
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1answer
698 views

bullet character controller sliding down any slope gradient

I've been experimenting with the btKinematicCharacterController. I've seen very old complaints that it has issues but I can't find anything recent stating that these issues remain (and nobody ever ...
0
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1answer
230 views

3rd person game with rigid body

Im making a 3rd person 3D game. I have a little capsule shaped player controlled drone at the moment that moves on a flat surface. Y axis is locked. The Game object contains a script and then the ...
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1answer
3k views

How to slide a non-kinematic rigidbody?

I'm studying Unity3d, coming from a 2d background, and I'm a bit confused how some things work. I'd like to slide a non-kinematic rigidbody, i.e. "just move it forward", like if it was hovering over ...
0
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1answer
918 views

Unity AddExplosionForce not doing anything

Recently I've started learning Unity3D. I'm working on a game as an exercise in which you control a space ship and have to dodge asteroids. If you feel like it's getting a bit too much you can hit the ...
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2answers
137 views

How can I simulate a rigid body bounced from a wall in 3D world?

How can I simulate a rigid sword bounced from a wall and hit the ground (like in physical world)? I want to use this for a simple animation. I can detect the figure and the size of the sword (maybe ...
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3answers
1k views

Unity 4 - Some Rigidbodies Won't Fall Asleep

I'm having this problem in the free edition of Unity 4.1 where rigidbodies aren't falling asleep (and yes, I've tried playing with the sleepVelocity and sleepAngularVelocity values!). I've read the ...
1
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2answers
566 views

Jump without bouncing in physics engine

I am using Ogre3D as my rendering API, and OgreBullet as my physics engine. I have an test entity that when the y part of the velocity is 0 and spacebar is pressed, the velocity changes to, lets say: ...
3
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1answer
85 views

Adjusting a skeleton to a Specific Stance

Imagine having a climbing wall and you take 4 adjacent handholds and footholds where together they create a stance. Is there any algorithm or technique with which it would give you a realistic human ...
4
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2answers
402 views

Creating stable tentacle structures

I am using verlet integration to simulate some tentacles. So far it works great and I am satisfied with how it looks in general. Here is how a tentacle is built: The very stiff sticks are colored ...
2
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0answers
570 views

Why does my RigidBody collision fail depending on which entity is moving?

I am working on a UDK project and have a collision problem. I have a Crate which is a kActor with RigidBody physics and my player who is a Pawn. When my player moves and collides with the crate, the ...
6
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3answers
404 views

Calculating impulse propagation through a rigid body after a collision

I'm working on a game. I need to work out what the impulse is at different points on a body as a result of a collision. For example, in the following diagram, if there is a collision that results in ...
2
votes
0answers
251 views

Inverse Dynamics How to [closed]

I have some motion capture data (kinect) that records all body joints (32fps) and I want to take particular positions (for example when a person moves both of his hands up in the sky in celebration ...
2
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2answers
292 views

Procedural generation of physics-enabled structures (in a 2D world)

Is it possible to procedurally generate stable structures out of rigidbody objects at a reasonable runtime speed? Imagine Angry Birds's levels kind of structures but generated procedurally.
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1answer
1k views

Strange behavior of RigidBody with gravity and impulse applied

I'm doing some experiments trying to figure out how physics works in Unity. I created a cube mesh with a BoxCollider and a RigidBody. The cuve is laying on a mesh plane with a BoxCollider. I'm ...
2
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1answer
4k views

Understanding Unity3d physics: where is the force applied?

I'm trying to understand which is the right way to apply forces to a RigidBody. I noticed that there are AddForce and AddRelativeForce methods, one applied in world space coordinate system meanwhile ...
4
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1answer
10k views

How to detect collision in Unity3D without rigid bodies?

The target platform of my game is mobile devices therefore I try to develop it performance oriented. It will be a strategy game so I don't really need physics in it, consequently I did not add ...