Unity3D movement way (Translate, MovePosition, velocity=, AddForce) - unity3d

I'm confused about movement in Unity3D.
Let me clarify my understanding.
I think that movement depends on
methods(Translate, MovePosition, velocity=, AddForce)
Rigidbody.isKinematic
And the relationship can summarize below tabulated list.
information source
information source is docs.unity3d.com and my experiment script
doc says that MovePosition cause a smooth transition When isKinematic == true, however, I can't reproduce it.
Question.
is this table correct?

You need to set Interpolate dropdown list to Interpolate on the rigibody then it will smooth out the transition using MovePosition when isKinimatic. Note: It will still move very fast, it will move there in 1 FixedUpdate but if you step update you will see that it tries to smooth the transition.

Related

The turret of tank can not be turn towards the player pawn? where is the problem?

I have a simple game done using unreal engine 4,
The turret of the tank should turn toward the player pawn.
I made the blueprints code to build that, but the turret rotates quickly and incorrectly.
Video about problem
I tried to solve the problem many times without any results !!
Hope to help me.
There are probably a few ways you can do this, but you can simplify this quite a bit. I also suspect you can do all of it in the animation blueprint.
Simplify the first part (XDoMa.jpg) using the Find Look At Rotation node.
Break the output of this and create another rotator with the yaw from that node and the pitch and roll from the turret's world rotation (you're currently setting pitch and roll to zero in cDJ08.jpg, which you don't want to do in case the tank is on a slope).
To rotate the turret to point at the target, use the RInterp To node and connect its output rotator to a Set World Rotation node. The nice thing about the 'RInterp To' node is that you can set the speed. For a bit more realism you could use some simple maths to accelerate and decelerate the turret's rotation.
Another thing you'll want is a bool variable in the tank actor BP. Then you can use a branch in the animation BP to trigger the stuff above when you set the bool to true.
The key parts to this are the Find Look At Rotation and RInterp To nodes, and to do all of it in the animation BP.

Train Simulator in Unity VR

I am trying to make a Train Simulator in VR in Unity. But as the Train moves, the grabbable objects tend to move backward when grabbed. This creates a jittery effect. This might be because transform Values changes on fast movement and unity get slow in updating it. Does anyone know anything about it?
One possible solution to this problem is to use a Rigidbody on the Train object, and set the Interpolate setting to Interpolate. This will cause the Train object to interpolate its position and rotation, which should reduce the jittery effect.
Is your train a rigid body? If so, having rigid bodies inside of rigid bodies is a mess when working with physics. If that is the case it's probably best to not make your train a rigid body.
You should also check in what loops you handle your physics. Don't do this in the update loop. Try the FixedUpdate loop if you haven't. Sometimes you can also check if the LateUpdate does the job. But generally speaking. Physics goes into the FixedUpdate loop.
Another thing you can try is to have a stationary train. In this case, the environment can move around you.

Unity: skinned mesh vertexbuffer output slightly different than correct results

It’s like this hip is stuck in place, with in the pictures(being at different times in the animation since I can’t upload a gif) the red wireframe is the drawing of the raw output triangles and everything else being default unity, aka the correct output
What am I doing wrong? What am I missing? This has been driving me nuts for 2-3 days now, any help is appreciated
As you do not post any code, I will try to do some guessing over what is going on. Disclamair: I actually happen to run into similar problem myself.
First, you must know that Update's of MonoBehaviour are called in random order (not neccessery random-random, but yous see the point). If you bake mesh in one component, it can still be one-frame late to the Animator component.
There are actually two solution of this case: first is to specify the order of Script Execution Order in Project Settings, while the second is to use LateUpdate instead of Update when updating mesh after skinning.
The second problem you might have run into is scale / position of skinned mesh. Even if it does not contribute at all to the animation movement it can still wreck the mesh baking collision later on.
To fix that make sure that all your SkinnedMeshRenderers objects have Local Position, Local Rotation and Local Scale set in Transform component to identity (0,0,0 for position and rotation, 1,1,1 for scale). If not - reset those values in editor. It will not change animations, but it will change mesh generator.
If both solutions does not work, please describe the problem more thoroughly.

Unity 2D Bounce Back moving object when colliding with another object

I have an object that, after receiving its respective input, it moves this way:
mov = new Vector3((Input.GetAxis("Horizontal") * vel), 0, 0);
transform.position += mov;
But, I want it to bounce back, once it collides with an object.
I´ve made the procedures already (OnCollisionEnter2D(Collsion2D col){bla bla...}), but I need help with what happens on the collision (bouncing back the object)....
I´ve tried giving the collided object a bouncing material, but it just slows it a bit, my guess is that because of the constant force given by the acceleration.
Greetings.
If you move the object with transform.position what you are doing is basically a "teleport" so it will ignore the bouncing material. If you want it to bounce you have to write the physics code to detect a collision and change the movement or you can do addforce to move the object and it will detect collisions and react automatically.
you are teleporting the object at the current time. instead you should use the Rigidbody.addForce this will add a force in the specified direction thus if you do the opposite direction will "bounce" of the object. Another option would be to create a physics material then not bother with the code.
You are not using materials, right?
See if the content of this post may help you, the OP is using a formula using Raycast and the answer guides him to use the Raycast with Layers Maks:
2D bouncing formula doesn't work properly
There is this one also with fixed angles (like Pong), but it uses material (with values: friction: 0, bounciness: 1):
https://gamedev.stackexchange.com/questions/70294/get-gameobject-to-bounce-of-colliders
But if nothing makes sense and you are going crazy and might want to start from zero, there is this official video tutorial on bouncing and sliding in 2D:
https://unity3d.com/learn/tutorials/modules/beginner/2d/sliding-bouncing-2d

How to make a sprite have gravity?

xcode 5 iOS7 sprite kit.
My wish is to make a sprite that has its own gravity.
Like a planet. If another sprite comes within a certain range of it, it will slowly pull the other sprite closer.
I have two sprites. One moving and one stationary. When the moving sprite gets in a given distance of the stationary sprite the stationary sprite gravity should slowly pull the other sprite towards it. This way the moving sprite would change its path in a soft curve.
My idea would be to calculate the distance from the stationary object to any other object and if close enough start pulling and if the moving object gets out of range ageing, then stop pulling.
Would probably need to research some vector calculation.
Thats my immediate thoughts.
Is this possible and how? Does it already exist?
A friend of mine did this for his physics dissertation. multibody gravity simulation. So yeah you can but you need to be willing to learn some maths. Apparently there is a clever optimisation to make it run decently nlog(n) rather than n^2). you probably want to ask this on the physics version of stack overflow to get a good answer. I have the code at home ... will post it later but you will want an explanation - i used it in an xna app. Its badass once you get it working - although if you want naturally orbiting objects then you will want to code them using parametric equations for easy and cool orbits. Simply because its hard to solve and with time even using double will result in some errors (the good implementations also work out the error and adjust - again will post later). But the real problem is solving for stable orbits. You then use the algorithm for free moving bodies such and player objects / npcs. Although solving accurate movement for npc in a changing field is v hard.
you want to look at this question: Jon Purdys answer is the one you want
multi body physics - gravity
and this one (which is linked from above) ...
https://gamedev.stackexchange.com/a/19404
There is not a dead-simple way of doing that in any platform as far as I know maybe except for some game engines/platforms that export for different platforms (cocos2d, construct 2 etc).
What you need is a physics engine whether you write one (which is a complicated but fun thing to do) or use an available one.
Luckily I've found a link describing the usage of the famous 2D physics engine "Box2D" on iOS.
This one explains how you can include Box2D in an openGL application (but you can apply this to other environments (sprite kit) I think altough I'm not an iOS guy);
http://www.iforce2d.net/b2dtut/setup-ios
Anyways, you now know what to look for...
For iOS 8.0+ : you have SKFieldNode : radialGravityField()
For iOS 8.0- : one solution could be : 3 to 9
add your sprite ( planet ) with its physics
add an invisible SKNode ( the gravity zone ) with its own physics, as a child of your sprite, but with a radius much more than your sprite's one
you have a little explanation about invisible node here : https://developer.apple.com/documentation/spritekit/skphysicsworld
both, your sprite and the invisible node are centered in a zero gravity world
we look for contact and not collision ( set correctly your bit masks )
when any object get in contact with the invisible node ( gravity zone ), first you remove any moving action or impulse from it and then we add to this object an SKAction to move it toward the center of your sprite ( planet )
at second contact between this object and your sprite ( planet ), you remove all actions again from the object with a velocity = zero