Scenekit Physics - Prevent Rotation on Collision - swift

In my project, I have a node that is moved forward (by applyForce) upon touches began. I would like the object to only move in one direction (z) and never rotate (x). However, when the object hits a body that is at an angle to it, it bounces back at an angle, as would be expected under normal physics.
Ideally, I want it to stop moving on collision and not rotate.
I have already set the physics body's restitution to 0 to prevent a bounce (but it still bounces), and its angular damping to 1.0 to prevent rotation (but it still rotates.) Any other ideas on how I can prevent rotation upon object collision?
cubeNode.physicsBody?.restitution = 0
cubeNode.physicsBody?.angularDamping = 1.0

Found the answer on another thread: set angularVelocityFactor to 0.
allowRotation in SceneKit?
Apologies for the duplicate question. I searched, but only found the other thread as a link from my own question's page.

Related

SpriteKit move node with physics rather than updating position

My main character moves by touching and holding him and then moving your finger left or right to move the character. To do this I just simply update the node's x position (walks left and right on a flat surface) in touchesMoved() with the x position of the touch location, and apply an animation depending on the direction he's moving.
I want to kind of take this to the next level and accomplish the same effect, but using physics, so that when I'm done moving him and release my finger, he may slide a little bit in the direction he was moving given the speed I was moving him at, if that makes sense. Does anyone know how I can accomplish this effect?
Would I have to do as I'm currently doing and update the position as it moves, but also apply a force/impulse at the same time? Kind of confused on how to approach this
Moving the physics body via force, impulse, or velocity will automatically update the player position.
So you will have to play around with the correct way to accomplish your goal. But based on this, what I would suggest is replace your .position code with .physicsBody!.velocity code in your touchesMoved. Then, on your touchesEnded, you can apply a bit of an impulse to give the player that little bit of an "on ice" effect to keep them going a tad.
You will need to experiment with how much velocity you want to get the character to move at the correct speed, and then you will need to play with the impulse figures as well to get it just right.
This could get a bit tricky though, in touchesMoved... because at some point you will want to reset the velocity to 0 (so they stop moving when your finger stops).
To do that, you will need to to use the .previousLocation from your touch object, and compare the distance of X moved. if the distance X moved is >0 (or some deadzone threshold) then apply the velocity; if the deltaX is 0, then set the velocity to 0.
This may actually be more complicated than just using .position to move the character, then having the character slide a bit with physics on touchesEnded.
You will have to play with it to get it right.

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

Unity: Ball falls through object that is rotating around another object

Imagine you have a ball falling due to gravity. When it encounters a rotating "cube" object, then you would expect it to bounce off of the object. However, in my case if the cube is rotating fast, the ball goes through it, but if the cube is rotating slowly, the ball hits it and bounces away as expected.
I am using RotateAround() inside the Update() method to achieve the "cube" object's rotation. I tried setting the ball's collision detection to Discrete, Continuous, and Continuous Dynamic with no luck.
My goal is to make the ball bounce away no matter how fast the "cube" object is rotating around another object.
Is there something else I should look into?
Thanks!
You can try lowering the Fixed Timestep value under Edit > Project Settings > Time.
Be aware that this will affect the performance of the game as you're calculating physics more often.
Documentation: http://docs.unity3d.com/Manual/class-TimeManager.html
Also, I assume that you have box and sphere colliders as opposed to mesh colliders? The former are more efficient at detecting collisions.

Physics vs graphics fighting each other (box2d)

so I have a ball (sprite subclass) that can be dragged around the screen and updates it body to tell the world its position.
The problem is, when I apply a force to the ball while the ball is being touched (thus being controlled by a finger), I have two pieces of code fighting against each other to update the sprite's visual position.
The world stepper is trying to follow through the physics and update the ball's position. The touch methods however are also trying to update the ball's body and graphic position. Ideally, when touched I would like to kill off any physics affecting the ball.
So what exactly should I be trying to do to consolidate this? This is also creating issues for collisions and filtering. Any help appreciated. Thanks
Do you want the ball to have an accurate physics simulation? If not, you could always use the SetTransform method of the b2body class like this.
CGPoint ballLocation = ;//use the touched location for this
b2Vec2 vecBallLocation = b2Vec2(ballLocation.x / 32, ballLocation.y / 32);//calculate this on your own
b2Body * ballBody = ;//replace this variable with your ball's b2Body;
ballBody->SetTransform(vecBallLocation, ballBody->GetAngle());
Do not set the ball sprite's position manually. Leave this up to the physics simulation. Your code will get really messy over time if you have to keep track of what sprites you set the position of manually and which ones use the physics simulation to update their positions. This way is also much easier.
When the physics object is being dragged, set its velocity and angular velocity to 0,0 before running the physics step simulation. You may also want to temporarily get the physics object's position, then step, then set the body's position back, then apply whatever touch dragging offset you got from moving the finger to the body.

SneakyJoystick question in Cocos2d

I currently have a SneakyJoystick up and running. It works fine, it moves the sprite around the screen. I already have it so it will flip the sprite's image when the joysticks degrees is to the left. But how do i make it so if it was moving left and then becomes inactive, the sprite won't automatically flip back? This is really confusing to me. Any help is appreciated. Thanks.
You must have a scheduled selector function in your program that checks the movement of your joystick after every second (or whatever the interval). I mean the code where you are checking if the joystick is towards left (joystick.velociy). So this selector will be called continuously, no matter your joystick is active or not. So when your joystick moves to left, you can flip the sprite and you can set define a boolean flag "isFlipped=true". And in the same selector method that you can check if joystick is not moving and "isFlipped=true" then you can flip back your sprite and set the flag false.
Generally speaking, it is advised to multiple the velocity by an arbitary amount and the delta value passed in to the update routine so that things move more smoothly. That will ensure that the final movement of the player is OK. I have seen people use a value between 50 and 200 for average movement.
eg,
CGPoint velocity = ccpMult(moveStick.velocity, 200 * delta);