New answers tagged

0

You can do it by accessing the angularVelocity directly as i commented earlier, however if you want to use the addTorque() you could use something like rigidbody.AddTorque(Vector3.up * speed, ForceMode.Acceleration); // or rigidbody.AddTorque(Vector3.up * speed, ForceMode.VelocityChange); Notice the second parameter, Acceleration and VelocityChange both ...


0

The trajectory will be the same despite the angular velocity of the ball, ok? Unless you take air resistance into account


0

Unfortunately, Unity's 3D collision structure doesn't contain all the information you need to compute angular effects from a collision unambiguously. We know the total linear impulse applied to the bodies but not the angular impulse. But we can do our best to approximate this by keeping track of our previous angular velocity, and applying the difference to ...


0

physics engine that unity3d uses is non-deterministic. it means you cant predict exactly how it will move. so you best approach for you is to use rigidBody for one object and make rigidBody of another, kinematic. and just set rotation of first object to another using Transform and move second one as first one moves with some offset.


0

Make one object a child of the other object or make both objects children of the same object. Add a rigidbody component to the parent object, but keep collider on both objects.


0

One thing you could do is, when one object experiences an impulse due to collision, apply it to the other too: public Rigidbody[] entangledBodies; void OnCollisionEnter(Collision collision) { // Unity sends the same impulse value to both participants in a collision, // even though one gets impulsed in the opposite direction. So which are we? ...


0

It is a lot more complicated than that. As the ball travels out far enough away from the player, the network ownership changes from the client to the server. This produces very short, laggy moments. Don't ask me why this happens. All I know is that this can be fixed like this: (I am assuming your using a client activated remote event) --Where ever you try ...


2

First we'll want to convert to world coordinates: nozzleAngleWorld = nozzleAngleLocal + shipAngleWorld; // Note here: nozzleAngleLocal is the angle your nozzle is *facing*/thrusting // in your local coordinates, NOT the angle of the line from the center of mass through the nozzle. forceWorld = new Vector2( cos(nozzleAngleWorld) * rocketForce, ...


1

You have to scale both the jumpVy and the gravity. Explanation: jumpVy is the (upward) velocity of your character. If we never decrease this your character will fly away. Ok, so we decrease the velocity by using the gravity which pulls your character back to ground. Each iteration the upward velocity gets reduced by the gravity until it gets a downward ...


0

Your pseudo code uses non standard notation (you seem to be using assignment in the <= comparison expressions, that is really confusing), which is makes it hard to read, but If I understand the issue correctly, its that there is some confusion with friction. Friction in real life is caused by microscopic perturbations in the surface of a plane an object ...


0

I think its due the gravity. you are changing the value of jump but the gravity remain the same so impact of the gravity on both case is same so i suggest increase the value of the jump and reduce the value of gravity it would do the trick.


0

check gta 5 rage mp mode, russian red age or FiveStar roleplay have about at maximum 1200 up to 1600 players at single server, pretty impressive, yet they are trying ot add back AI traffic with version 0.4


0

The engine is geared towards making this easy by parenting. Though it may not be conceptually correct in your case, it's the most godot friendly way of doing it. Just add the ship as a child node of the planet when it lands, and detach it from the planet when it leaves. As long as the parent-child relation is a chain of spatial nodes (if 3D) or Node2d (if ...


Top 50 recent answers are included