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Try adjusting the Max Angular Velocity in the Physics Manager. You can access the Physics Manager by selecting Edit->Project Settings->Physics from the menu bar. The default value is 7. Maybe try a value around 100. That seemed to work well for me. You can override the Project Settings value of Max Angular Velocity for any Rigidbody by scripting ...


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Creating a such origami simulation is very complicated. In my opinion, to manage to create a such simulation, strong knowledge of geometry and math in general is required. I would advise you to try to approach to this problem from the side of geometry rather than from physics side, because it is totally geometric problem. Adding physics to it (at least at ...


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I've already got a pretty reasonable answer to this over here, with some video examples. The short version is: You cannot reasonably use rigid body physics to simulate biped locomotion in the kind of responsive way you'd want for a platformer. You have to do something else.


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You can check the velocity in your update function and set it to some max value if the calculated value will be greater than that max. This way you still use force and allow it to stop when it collides with another object, but it will never be able to go faster than the maximum velocity you set.


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First of all, it is best to work strictly in a 2D environment by disregarding any form of 3D entity such as cubes. I recommend importing in sprites and re-configuring your Unity project so that all the scripts are working in accordance to them. Also, in order to make your RigidBody2D be able to recognize impact with a Collider2D, your RigidBody2D must have ...


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Here is a bullet point list of items you may want to look over. Your function for the collision is wrong. You’re using “OnCollisionEnter” when you need to be using “OnCollisionEnter2D” if you’ve attached 2D versions of the components to your game objects. For your left/right input do not use transform.Translate, this ignores physics calculations and can ...


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This exact same question from the exact same person has already been answered on another site. http://www.html5gamedevs.com/topic/8824-p2-motorized-hinge-joint/ You can use the motor in the joint to create the rotation around the joint: To make things simpler, how about enabling the motor on the constraint? constraint.enableMotor(); ...


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Apply two forces in opposite directions. The one at the far end of the wing turns it. The other at the hinge - applied to the wing not the body at that point - zeros out the first so the whole craft doesn't move. Note that the far-end force is perpendicular to the line from the hinge to where it is applied. That's not essential, but it won't accomplish ...


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Although you can use this type of equasions they are quite unhandy. These are derived from intigration where a fragment of time known as delta time or even dt limits to zero. They are most precise but usually unfit for physics engine due to the complexity of finding the time at which the object or projectile will collide. The complexity grows with more ...


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Your approach is reasonable. A simpler alternative would be to use canned sprite states for each tile, representing various levels of "dug out"-ness of the tile (100% full, 80% full, 50% full, all the way to an empty tile). But it sounds like you want something more dynamic, so you're on the right track. When you implement this kind of technique it's ...


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Regarding your gravitation/acceleration physics, here's your code again with a bit of reformatting: function world.update(t) for k, v in pairs(world.objects) do if v.Static ~= true then v.Position.X = v.Position.X + v.Velocity.X if v.onGround == false then if v.Velocity.Y < world.Gravity then ...


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You've discovered the equation for constant linear acceleration. This equation is used in situations of uniform acceleration to determine final position and velocity. Essentially you start with your acceleration and integrate with respect to time to get the equation for velocity and integrate that for the equation for position. a = a //Acceleration v = ...


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Using a preset animation: So create preset animation in a 3D modelling software like Maya/Blender which has features like soft bodies and cloth that can do a good job simulating the pizza tearing. Export both the pizza texture AND the model animation to Unity (probably as a set of .obj models or some such). The model animation will represent the cheese ...


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@originalDaemon's answers are good! I think there is a middle way that may get better result than the first approach and will take a reasonable amount of effort (perhaps unlike "The Hard Way" approach). What I suggest is too actually model the cheese "web", it looks a lot like stalactites to me. Model a few pieces of stretchy cheese. Randomly position them ...


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The Simple Way Add a quad which connects adjacent slices to each other. Texture this with a nice, melted cheese texture, complete with holes. As the slice is moved away the quad will naturally be stretched and thus stretch and skew the texture. This should look reasonable, although there will be no break. What to do here is make that texture an animated ...


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[EDIT: as I don't know what lib you're using, and as this question is not specific to Java, my answer is in pseudo-code.] If I understand your question correctly, atan2 is not what you're looking for. What you want to achieve is moving something (which has coordinates) from one point to another according to time. You just need to compute the vector between ...


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Suppose the projectiles curret position is $(x,z)$. Then, in each step, you let $x_{new} = x_{old} + t \cos(\theta)$ and $y_{new} = y_{old} + t \sin(\theta)$ where $\theta$ is the angle you found, and $t$ is some small number (depending on the number of milliseconds since last update, for example).


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You aren't suppose to create it with one big sprite. That would consume too much memory for one. While we cannot tell you how it was made in that game, the general idea is using Bézier curves. If you connect multiple curves like these, you can get a smooth flowing surface. You can see an example here on how to create such a smooth surface for your game. To ...



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