Gyroscope Physics Simulation - Good for unity?

Hey guys I feel pretty comfortable in Unity and I have a question for the super nerds.

Im playing around with some really cool physics equipment (IRL) and I want to know if you guys think unity would be good to use a prototype system to test out some close to real world physics.

Here is an example video of gyroscope physics in action: https://www.youtube.com/watch?v=8H98BgRzpOM

Can physx do this or should I look into building custom math physics inside of unity?

Any discussion on using unity as a physics simulator would be greatly appreciated.

Thanks!

Test it and find out, although I doubt they’re physically accurate enough that you can pull off that.

Thanks for the info.

#ntsf300 (deploying bat call) what say you good sir?

Unity is pretty awesome (C#, Rendering, Sound, Multiplatform etc) and is a great base for a simulator. The actual physics engine in it is limited - particularly in detailed control and modification - and as such may need to be replaced. However this can be done fairly straightforwardly - at least compared to the work already required customising your own physics system - maintaining all the other goodness.

Your given example is very cool, but with my passing knowledge of current systems I’d be pleasantly surprised if any game physics engine can solve it (rotating momentum and string?!)

So in short - Unity is great, see what it can do. You might need a physics guy to do some stuff, but this’ll be the case anywhere AFAIK.

Source: Been there, done that.