So, i am trying to create a flat conveyor that a block will sit on and move, but i want to have it be able to turn, so i cant use rigidbody.moveposition, ive tried using addforce, but i cant get it to work properly without using impule or velocity change, because then it makes the ore roll (they are cubes). my most recent attempt was using velocity, but im not sure how to make it keep its old velocity when changing corners so it doesnt screw it up.
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If this doesn't make much sense, here is a better explanation, i am trying to create a conveyor system on a grid, where each slot has a direction, and an cube travels along it, whenever the cube reaches a turn, i want the cube to keep moving forward a short distance so it doesn't just immediately change directions and go along the new conveyor, because this way, it will immediately change and will sit on the edge of the conveyor, and not keep moving in the direction.
edit: i currently have it working, my now issue is the cubes will bounce when touching the conveyor, so they wont stay flat against the conveyor, i can fix this by constricting all the cube rotation, but then it will sometimes freeze the ore on the conveyor, not allowing it to move.
since you didn't provide code, I don't know what you are trying to do, so I will give my own solution:
object.transform.position = Vector3.MoveTowards(target.transform.position, endpoint.position, Time.deltaTime * speed)
Then, when it collides with it, it can turn off this script, so it stays at the end.
target is what you want to move, endpoint is where you want it to end up.
Make endpoint a gameObject, and put it at the end of your conveyor, so the objects will move toward, and it will look like a conveyer.
Related
Im not even sure what is happening here but I'm just trying to make objects fall normally onto the floor - they need gravity/be able to be pushed around, but just fall onto a static floor object.
I have a cube and my floor mesh. Floor mesh has this:
Cube has this:
Initially I'll have my cube just positioned right over the floor. Then I press play and pause, within one second it's 100 m away, spinning/falling. What could be happening here?
You may face problems with small size colliders due to how the physics engine works. Increase size of colliders and see if it helps. If you really need colliders this small, try changing the Default Contact Offset in Physics Manager.
I have this ball that i want to move by rolling like a certain alien, with it spinning on its transform.up to change its direction and rolling on its transform.right to move forward and backward. But as it rolls, its up and right transform vector gets messed up.
In the end, i was unable to find a way to allow it to roll without messing up my directions vector. I have no clue as to how to do this. So yeah, please help. ORZ. By the way, i'm not creating a game using the Ben10 franchise. The ball should act like a wheel... a really round and spherical one.
Note:
I want to use physics in this game. Since, i want it to be able to launch itself off a ramp or something. So, only addforce or addtorque or other relevant functions.
I am making a 2D Brick Breaker game in Unity.
I have an issue with the scenario when ball hits in between two bricks. I have BoxCollider2D attached to all bricks and a CircleCollider2D attached to the ball. When the ball hits between 2 adjacent bricks, it bounces back in the same direction as if it hit the edge of the brick. There is no edge in between, but two adjacent bricks form a continuous surface. So, the ball should bounce off of the surface (in other direction) instead of bouncing back.
Anyone knows of any solution to tackle this problem? I asked this in the Unity Physics forums but didn't get any answer, so checking if anywhere here might have had this issue.
Thanks,
Mukul
I am guessing this could be the problem:
When your ball is hitting the bricks with a strong force, There is a chance it might move one of the bricks by a very very slight distance, even if the mass of the brick is much heavier.
This movement might cause an uneven surface, which is why the ball bounces back in the same direction.
Try adding a Rigidbody Component on every brick (if you have not done it already), and set its isKinematic property to true.
Let me know if this solves it.
Way 1:
Use one box collider for the wall, but not for every single brick.
This will fix your issue + will optimize your project.
Way 2:
You need to build wall programmaly and colliders in this case must be without spaces between them. This must fix the issue.
Way 3:
Make your own hitting wall logic.
OnColliderEnter you need to get balls velocity.
OnColliderEnd you need to set manually velocity.
My problem is that I have a rigid body with a spherical collider and once it starts moving (rolling) it never stops.
I have read other answers here which state that changing the drag (angular and normal) is the answer to this problem but I must be doing something wrong somewhere else. I have been experimenting with this for hours and cant find a solution.
I have moved the drag to a million, still moves but very very slowly. I have moved the angular drag to a million with similar results. I have set the sleepThreshold to a high number. This didnt seem to do anything. I tried changing the friction on the terrain.
I placed the ball on a flat, horizontal plane for all of these tests and applied an impulse to start it moving. It has never come to a stop yet.
There are times when it reaches a certain velocity and then stutters like it is about to stop and then it starts moving at a constant velocity forever, I think I can visibly observe the shift from deceleration to constant velocity. It doesnt make any sense to me at all.
It is my assumption that the ball should stop eventually and that unity, being so advanced, would handle this easily but its possible that I'm missing something due to being so new.
I have a simple project built with Cocos2D and Chipmunk. So far it's just a Ball (body, shape & sprite) bouncing on the Ground (a static line segment at the bottom of the screen).
I implemented the ccTouchesBegan/Moved/Ended methods to drag the ball around.
I've tried both:
cpBodySlew(ballBody, touchPoint, 1.0/60.0f);
and
ballBody->p = cgPointMake(touchPoint.x,touchPoint.y);
and while the Ball does follow my dragging, it's still being affected by gravity and it tries to go down (which causes velocity problems and others).
Does anyone know of the preferred way to Drag an active Body while the physics simulation is going on?
Do I need somehow to stop the simulation and turn it back on afterwards?
Thanks!
Temporarily remove the body from the space.
If you want the object to have inertia when you release it, that's a different story. The cleanest way is to attach a fairly stiff spring between the ball and a temporary sensor body that moves under the control of your finger. When you let go with your finger, the ball will retain whatever kinematics it had while you were dragging it. Be sure not to remove the ball from the space in this case.
You aren't updating the velocity of the object when you aren't using cpBodySlew(). That is why it falls straight down.
A better way to do it is to use a force clamped pivot joint like the official demos do to implement mouse control. http://code.google.com/p/chipmunk-physics/source/browse/trunk/Demo/ChipmunkDemo.c#296