Hello, I’m trying to make a tabletop card game with 24 playing cards (so fewer than usual, but still a significant amount), and because there’s not much going on graphically, I wanted to add in some realistic physics for the playing cards themselves. Ideally, I wanted some kind of physics simulation that would act like plasticized card, and flex when squeezed between two other rigidbodies (I basically want a pack of nice physically-simulated playing cards).
I thought that some kind of very rigid and elastic cloth might be good for this, and I wondered whether anyone can suggest a plugin or other resource that would be good to use as the basis for this. I have intermediate c# knowledge, but I wouldn’t know where to start creating a custom physics sim.
I’m also having a problem with the existing cards passing through one another. I don’t have any kind of organised “deck” concept at the moment, I just have each card as a separate object with a box collider and rigidbody, with collision set to discreet. The real-world card dimensions are 6.34 x 8.9 x 0.03 cm. I’ve previously read that there are commonly problems with large, thin colliders, and I’m wondering whether there’s any work-around like using multiple separate colliders on the same object. At the moment, I’m simply cheating by setting the collider for each card to be significantly thicker, 6.34 x 8.9 x 0.2 cm.
Any pointers would be greatly appreciated.