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Question about creating a specific first person player prefab

Hi, I am trying to create a first person player prefab that won't affect the physical movement of in-game objects while colliding with them. for instance, when the player jumps on a moving cube that is...

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Rigidbodies that never push back

**Non-kinematic.** Google doesn't seem to tell -- has that ever happened? I'm using the absolute minimum of built-in Unity physics for a platforming engine that I'm trying to keep as reliable as...

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Unity First person controller force and mass

So i am using Unity first person controller, and have a massive object (lets say cube) with a rigidbody and mas of 100000 but no matter the variable of mass the first person controller can push this...

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Why is gravity in script not working the same as when it is changed in the...

Have roof on top of a building. Mass set to 1. Get input from keyboard to increase mass on roof so it should eventually collapse. When increasing mass in script I can increase by 100s and it never...

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Possible to apply forces/rotations to a rigid body without other rigid bodies...

As the title suggests, I was wondering what the best way is to prevent other rigid bodies from effecting my game object, but still be able to apply forces and rotations on that object myself. One...

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Noob Question | Friction and Weight

In real life the more mass an object has, the more friction it has with the surface it's sitting on. Does Unity's physics engine reflect this? or is friction independent of mass?

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Adding mass to my rigidbody makes it go through the floor

Hey! Each time I set the mass of my rigidbody to I higher value than 1 it goes through the level. I did place it high enough (like 1 meter on top of the ground). Thanks, Erlite

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Rigidbody NavMeshAgent Causing Crazy Collisions with Player.

I know this question has been asked a few times but I tried all of the answers given and nothing has worked! In my game the enemy follow the player the enemy are NavMeshAgents. Both the player and the...

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maximum torque/maximum force

Hi. I've been experiementing with a crane simulation, using real mass and distance. I've tried addforce, addtorque, jointdrives, motors etc. but nothing seems able to generate any signifcant amounts of...

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How is Rigidbody 2D Auto Mass calculated?

Hey can someone tell me how the mass of a rigidboody is calcuated when use AutoMass is enabled? I know that it is dependant on the Collider size and on the Collider density but what's the exact...

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Random jumps from default settings for WheelCollider when used on light...

Are there appropriate settings that work on relatively light rigid bodies that weight like 20Kg?

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Collision causes object to fly away at high velocity

I have a game where the user can fly a ship into islands to destroy them. When the ship collides with any of my islands, the island will seem to disappear but after further investigation, I observed...

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Manually created gravity too powerful

I've written a code that scans the level for Planets, then depending on the distance and their mass, it calculates a force of gravity that it applies to the SpaceShip. I'm using Newton's law of...

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How to make an objects mass increase the longer its air born?

using 3D physics how can I increase an object's mass the longer it's in the air. what would be the best way to go about this? Thanks for any help if possible. I'm currently coding in C#

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Can I make mass and density constant independent of Collider 2D size?

I am currently messing around with 2D buoyancy effectors for a sprite based game. I have made a swimming animation for the player object that changes the size of the collider boundaries frame by frame....

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How do I detect the percentage of velocity lost due to cumulative colissions?

I have two spheres which are being pushed away from one another. The force applied to each object is determined by their relative mass, so that if sphere 1 has a mass of 1, and sphere 2 has a mass of...

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How to give dynamically add mass to a gameobject from...

I am trying to dynamically add mass to my gameobject by its size. My gameobjects are from a housing dataset, so things that may appear large for example a hollow box should not be that heavy. Any ideas

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Why is my avatars pivot and mass center to the right instead forward?

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How can I make mass influence the effects of a collision?

I have two objects, the player and a testcube, collide with each other. I want the player to be pushed farther away if I increase the mass of the cube. I thought that increased mass meant increased...

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Adding weight to steam VR Throwable prefab

Hi so I've been playing around with Steam VR (using the HTC Vive) and I've got a cool script that allows the player to turn into a giant (by increasing the Player -parent obj that all the other VR...

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