a big problem with engine's Physics

hi…
I asked several questions lately about physics … but I didn’t get my point… I want to build some kind of physics game that u control a ball and you can move it… when u touch or hit other colliders they should move like real world… nothing more! but I can’t get this from engine… all the objects have rigidbody… when I click gravity they fall… but when my ball hit them they don’t move!and the ball just go on them! I set their weight to 0.00000001 but it doesn’t work either! is there any sample for a real world physics that objects act normal? I can’t get this from engine!!

1 Answer

1

Hy, I think I know what your problem is an I think I have a simple solution, the only thing is, that this solution maybe can bring other troubles with it later on, but let me describe.
Please forgive me if some of my explanations are not 100% correctly and feel free to disabuse me.

I think the reason for your problem is that you are using “transform.Translate” (propably character controller) to move your object. For better understanding, the rigidbody is not the object, it is a component, and if you now move your object, the rigidbody is only following its position and do not have effect on other objects. In that case you would have to manuelly ad a force to the colliding objects.

A simple way to solve this problem is to use “rigidbody.velocity” because this will directly moving the rigidbody component and have effect to other objects. Now you can handle all the collision effects over the mass of the rigidbodys, for example you will be able to push an object with 10 mass if you have 20, but if you have only 3, it will need a lot of velocity to move the other object.

But now to the problems I have mentioned. I have made the experience that is is very hard to simulate the move behaviour of a human that way and also you will now clue on walls if you are in airtime and press the direction, and not fall down like with character controller. There are many way to fix all this little problems for expample with physics materials or code, but it will be a hard to come to a satisfying conclusion.

Dont know all the features of the game, but if it stays rather simple, like you said your character is a ball, and if you need a lot of physics like realistic interaction with other objects, then this is propably a better way.

Hope I helped you out a little bit.