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4 votes
Accepted

Javelin throw projectile motion

To align a javelin, you should properly compute all forces. The reason that a javelin can orient itself into its path, is because of air drag. Note that the drag is not always asymmetric enough to ...
Bram's user avatar
  • 3,719
3 votes

How to count rotations or spins when using addtorque?

Get the difference between the last and the current EulerAngles variable, add it to another variable, check that variable and if the variable is over 360, subtract ...
John Hamilton's user avatar
3 votes

Javelin throw projectile motion

Have you ever thrown a javelin straight up? It does actually rotate quickly on top, because the pointy end is heavier. But it does so not when it reaches the top but after the velocity changes to move ...
Josh Vander Hook's user avatar
2 votes
Accepted

ForceMode in AddTorque in Unity game development

ForceMode is an enumeration. It has 4 values, ForceMode.Acceleration = Constant change not affected by mass ForceMode.Force = Constant change which is affected by mass ForceMode.Impulse = Instant ...
Shraa1's user avatar
  • 434
2 votes

Javelin throw projectile motion

maybe you should position the javelin in such a way, that the 'nose' of the javelin is where the curve is, not in the middle, that way it might look a little 'more natural'. or you can add a turning ...
DrDragonite's user avatar
2 votes
Accepted

How to count rotations or spins when using addtorque?

Might be advantageous to not demand a totally full circle (= airplane back completely horizontal rotation) for an "accepted roll" - maybe it's sufficient, and more user-friendly, to reach an almost ...
Stormwind's user avatar
  • 1,063
1 vote
Accepted

τ = r × F, In unity3d/PhysX how do we define r?

This depends on how you are applying the torque. The AddTorque method (by default) interprets the Vector3 parameter as a torque in world space. That means the ...
DMGregory's user avatar
  • 135k
1 vote
Accepted

Torque orientation when changing the coordinate system

When you change handedness, all angles are negated. So all you have to do is negate the torque. If I'm reading your question correctly, your source coordinate system is: x+ forward y+ right z+ down ...
DMGregory's user avatar
  • 135k
1 vote

Making a 2D gun spin from recoil when it shoots

The default rigidbody.AddForce applies the force facing the center of mass of your rigidbody, so it will never directly cause any rotation. But there is also the ...
Philipp's user avatar
  • 120k
1 vote
Accepted

Add impulse and torque to a cube

Torque is just a rotational version of the same principle as linear impulses: Let us look at F = ma To compute the change in velocity, we change it to ...
Ian Young's user avatar
  • 2,649
1 vote

How to simulate car drivetrain (in Unity)?

One suggestion I could think of is to restructure how you think of the math, and also working from the outside in. So first, have it so that your input directly controls the wheels - not very ...
Peter Ferrarotto's user avatar
1 vote

Game Physics: Calculating a collision response using the Separating Axis Theorem?

I will assume this question is about 3D SAT which I find has alot less resources than 2D.. I have been struggling with this for the past week. I have face contacts down but not Edge cases. When you ...
WholesomePorridge's user avatar

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