Four Different Physics Shapes: Sphere, Box, Capsule, and Raycast
Six Different Force Types: Force at Point, Force, Torque, Explosion Force, Gravitational Attraction, Velocity, and Angular Velocity
Five Different Force Modes: Force, Impulse, Velocity Change, Acceleration, Lerp Velocity
Emit Force from Closest Collider allowing you to pick the shape of the force.
Velocity Damping and Angular Velocity Damping
Effects Like Align to Force and No Gravity
Non-Alloc Physics Support
Version 5 Demo Scenes MainMenu, Car v2, Hovercraft v2, Marble
Version 1-4 Demo Scenes Car, Car 2D, FPS, Hand, Hovercraft, Menu, Pinart, Planets, Planets 2D, Rocket, Rocket 2D, Vortex, Vortex 2D, Homing, and Pivot.
GameObject, Tag, Layer, and Bounds, and Physical Materials filtering
Events/SendMessage Avalible for CGF
High Performance and Low Memory
Fully Customized GUI, Gizmos, and Handles for CGF objects
Full Source Code
No DLLs
CGF makes it incredibly easy to create and invent cars, rockets, explosions, cannons, magnets, vortexes, hovercars, planets… the possibilities are endless! The demo’s and tutorials show just how easy and powerful this package can be.
Thanks, John, no is possible that I had working with it.
The assert is a good work, but as I am very new in unity3d I am very confused with all.
By example, I buyed a assert to see a fantastic visual effect, but run with the pro version
I suposse that I will try in the future, when I buy the pro version… ESO ESPERO !
In my “knowledge” I suposse that the particles are objects similar to the rest in gravity resources.
I am now find a particles generator that able make objects, to join the both assert with my necessities.
Sadly still no 2D settings, I’m still waiting on Unity to update some of there physics functions, I’m hoping this will be added in Unity 5.0. You can use the 3D gravity and constrict the the z axis for a work around.
Sorry for the late response, JohnRossitter is correct, you can only use this with objects that have a 3D rigidbody. I would agree that what you might be looking for is the Partical Playground, never tried it, but it looks cool.
Quick question I know I can ad spherical gravity to an object, and move it around with controls. is it also posible to have other gravity object pull in that same object ?
Also is it posible to use this in 2D ? say I just want gravity to be afected in Y and X coordinates but not Z ?
Nice tool any how, im probably going to get it, Congrats
Yeah you can use as many gravity objects as you want, but keep performance in mind. Sadly still no 2D settings, I’m still waiting on Unity to update some of there physics functions, I’m hoping this will be added in Unity 5.0. You can use the 3D gravity and constrict the the z axis for a work around.
Hey Lane!
I downloaded the Sample Assets pack that Unity released, and came across the roller ball scene.
I then started wondering if I could create a Planet with your Circular Gravity that you could roll around on.
Is this possible to do?
At the moment, the player ball gets forced to the closest gravity point, and can no longer move.
using UnityEngine;
using System.Collections;
//CircularGravityForce Asset
using CircularGravityForce;
public class RaycastLimiter : MonoBehaviour
{
//Place your CircularGravity object here
public CircularGravity cgf;
//Offset of the Raycast, if needed
public float offsetRaycast = 1f;
//Max distance
public float maxDistance = 1000f;
//Debug Raycast
public bool drawRay = true;
// Use this for initialization
void Start ()
{
}
// Update is called once per frame
void Update ()
{
Vector3 fwd = this.transform.TransformDirection(Vector3.forward);
RaycastHit hitInfo;
if (Physics.Raycast(this.transform.position, fwd, out hitInfo))
{
cgf.size = hitInfo.distance + offsetRaycast;
}
else
{
cgf.size = maxDistance;
}
if(drawRay)
{
Debug.DrawRay(this.transform.position, fwd * cgf.size, Color.red);
}
}
}
Also here is a quick demo on GitHub, you’ll need the to install the Circular Gravity Force asset once you have opened the Unity project to get the demo scene to work. Let me know if this helps. Cheers!
Soooo, I’ve got an object moving towards a sphere, much like your planet demo. However, when it gets close to the sphere, the rotation of the object goes all bananas. I noticed that you’re using AddExplosiveForce for the application of force, which I assume is what is causing the rotation force, is there any plan for an update that will use AddForce instead so the object being affected doesn’t get blown all over rotationally? I can’t use AlignToForce either as it’s too sudden.
Edit: you’ll notice that the bullets in your planet demo also exhibit the rotation once they hit gravity.
I’m hoping to re-evaluate more functionality around some of the planet stuff when I get some extra time, maybe even adding more force control options for when trying to simulate planet gravity. I’ll keep you updated