Hello everyone, I am making a boxing game using Unity 3D and the Kinect. Currently I am using rigidbodies, triggers, and a little math to handle collisions and force. I am using Unity’s built in collision detection for my sphere collider (hands) and a box collider for my target (enemies). Every update tick, I am recording the current position and time. Then, whenever a collision is triggered, I am using the new position, old position, and elapsed time to determine the velocity. I am then using the velocity and mass to calculate my force and am applying as an impulse force to my target. Here are my two issues:
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How do I improve the accuracy of my collision detection? Sometimes my hand travels through my enemy. I am using the Kinect, so my hands can move pretty fast. Not much else is going on in this game, so there isn’t much processing needed in other parts.
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How can I improve the quality of my impact physics? Currently my mass is an arbitrary “1”, and the scale of my arms (in game distance) is unknown. Is there a better way to calculate impact force?