0
votes
1answer
56 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
votes
1answer
92 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 ...
2
votes
1answer
55 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 ...
0
votes
1answer
32 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 ...
0
votes
1answer
36 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 ...
2
votes
1answer
128 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 ...
0
votes
1answer
68 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 ...
1
vote
0answers
50 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 ...
0
votes
0answers
66 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 ...
0
votes
0answers
96 views

Realistic collisions with a kinematic rigidbody?

I have a car game where player drives a car; this car has a collider and a kinematic rigidbody attached and is completely controller by script (i.e. a script sets its position and rotation). In the ...
2
votes
2answers
76 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 ...
0
votes
0answers
47 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 ...
-1
votes
2answers
793 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 ...
0
votes
1answer
135 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 ...
1
vote
1answer
1k 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
votes
1answer
375 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 ...
3
votes
2answers
705 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
vote
1answer
709 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
votes
1answer
3k 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
votes
1answer
7k 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 ...
2
votes
2answers
692 views

Getting one rigidbody to follow another, but still react to stuff Unity3D/C#

Basically what I'm doing is having a ball you can pick up and drop on a ramp. When you pick up the first ball, the second ball follows close behind, and when you drop the first ball on to the ramp the ...