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Like both answers said, there are 2 "secrets", one is you need to stop applying gravity when bounces are determined to be over (which is a bit of an extension over Leftium answers, he just said "resting" which is not enough because you rest as soon as you touch by this definition). Secondly, check for speed, obviously. This later condition is in relation to ...


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Stop applying (the gravity) force after reaching RESTING_CONTACT. My guess is your sphere is reaching resting contact, but gravity (or other forces) causes it to continue moving as soon as the next update happens. Explanation: Generally, once an object reaches resting contact, it should not respond to forces until there is a force large enough to "push" ...


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Instead of checking the distance for a resting contact, check for velocity. If 2 objects are moving slowly and hit each other, they should be put to rest. If not, they should do what they would do if they weren't resting. So... if (CollisionDetection()) { if (sphereVelocity.GetMagnitude() <= .1f) { //NoGravity(); //NoForces(); ...


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If you're using, for example, Unity's standard networking without an authoritative server, an RPC would be better because syncing something every frame can be VERY expensive because the packet header is some 20-40 bytes of bandwidth overhead in addition to the identification of the object being synced. You end up sending a lot more data than necessary. ...


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All animations are more-or-less based on the idea of "keyframes", whereby you define two or more states/poses/transforms and the length of time between them; when 50% of the animations' total time has passed, the animation is 50% complete. Animations like "reload" have fixed time-costs based on the character, weapon, being suppressed, etc.. Your ...


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I will risk and post almost-opinion based answer. What Unity is missing is decopled "system" element. It would be much nicer to have "Component-Entity-System" instead of current "Component-Entity". That is because of the problems you mentioned. The problem of communication you have mentioned can by solved by adding System. Unity Component, holds both, data ...


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This doesn't directly answer the question but, from the sounds of it your question and the information you're wanting seem to differ a little (at least to me). So this "outlook" might help connect them. Abstractions commonly lead to generalizations so you can prepare for future unknowns. This is what Unity does since it knows barely anything about the type ...



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