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Best way to implement a carrying tray in VR using Unity

I have found a suitable solution using both Unity's built-in materials and a script that uses a trigger as a parent modifier. Both the tray's and mug's collider has a material attached that raises ...
Richard Muthwill's user avatar
2 votes

Best way to implement a carrying tray in VR using Unity

It sounds like you've already figured out the solution: I'm thinking of some kind of magnet-like system where if you drop an item onto the tray, it becomes stuck until you manually take it off. From ...
Tom Tsagkatos's user avatar
1 vote

How do I Rigidbody.AddForce(Vector3) in Unreal Engine?

If you want to add a one-time force to the object you should use the AddImpulse function instead of the AddForce, because AddForce applies a force continually. To use the AddImpulse function you need ...
alvaro8a's user avatar
0 votes

Handling movement on sloped surfaces - clamping character to sloped surface

This is a very easy solve. All you have to do is apply a downward force if you are in the air. First, you have to detect if you are actually on a slope, assuming you have a "jump" in your ...
sammyiscuul's user avatar
0 votes

Getting the scalar speed from an X and Y velocity

Was able to get the answer as: let speed = Math.sqrt(velocity.x ** 2 + velocity.y ** 2)
CAOakley's user avatar
  • 101
1 vote

OnCollisionStay outputs strange contactpoints

What ended up being my issue is that OnCollisionStay() can call multiple times per FixedUpdate. It actually calls per collision. So my collider had two collisions, making my contact point counter ...
FanManPro's user avatar
  • 131
1 vote

Bouncing balls miss collisions, bounce the wrong direction, of lose momentum on one axis when hitting a corner

These issues can be solved by calculating the average normal, instead of the first collision normal. ...
ZozeR's user avatar
  • 42
3 votes

Bouncing balls miss collisions, bounce the wrong direction, of lose momentum on one axis when hitting a corner

It appears that your code is fighting with the physics engine about who gets to control the velocity vectors of the balls. When there is a collision between two rigidbodies, then the Unity physics ...
Philipp's user avatar
  • 118k
1 vote

Order of updates in falling sand simulation

The default method is to just always process cells from bottom-left to top-right to handle the problem of realistic physics. One particular youtuber MARF has documented his process for this in the ...
FatalSleep's user avatar
0 votes

Implementing proportional navigation in 3D

I know this is a "little" late, but as they say better late than never; so for those still searching for an answer to this topic... The most simplistic proportional navigation implementation ...
G. E. Deschaines's user avatar
2 votes

Order of updates in falling sand simulation

I don't know much about the technicalities of simulation design, but it seems to me that you could update all the sand-like particles from the bottom up, and then update all the steam-like particles ...
Arcanist Lupus's user avatar

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