How would one do purely Aesthetic physics?

I would love a tutorial If anyone can point me to it, But how can you go about making things there affected by physics but don’t affect other things?

I’m looking to do gibs that will fly around And can be kicked by the player, But in no way whatsoever does it affect gameplay.

They don’t move items on the ground, they don’t move the player, they don’t move enemies.

Does that make sense?

Any suggestions?

You can set the gib’s rigidbody to have a very low mass (0.01) and then it’ll have very little impact on anything it hits.

A more complicated method is to add your own collision response using modifiable contacts.

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Thanks, I’ll give That function a look.

I’m completely unfamiliar with that.

And there’s a complete lack of tutorials on the Internet about the subject.

I have thought about lowering the mass and I honestly just don’t wanna do it.

I’m thinking about doing a complicated mutilation system with potentially thousands of gibs, But I also wanted to automatically pool To keep it going at a smooth 60 frames per second.

I am also wondering if it would just be easier to make my own custom physics for it.

custom physics won’t really help with performance and you’ll just be reinventing the wheel.

You could also consider using a particle system for the gibs but the need to kick the gibs will make it a little fiddly. You could probably attach a particle force field at the player’s feet to push the particles away.

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I am feeling kind of stupid, but you’re absolutely right, I should’ve started with particle to begin with.

Don’t feel stupid!. For some reason the particle system is always being overlooked. You’ll notice that I didn’t suggest it initially because I also overlooked it. :slight_smile: