I’ve created a ball with rigidbody at x = 0.
And created a cylinder for the ball to sand on at x = 0.
And I push ball forward with a force of (0, 0, 5)
But the ball falls where it should not there is not other force pushing it on the x axis.
Physics is not accurate enough to make game like Balance where have levels where your ball can stand on a rope.
Is there a way to fix this?
Video showing what I mean:
The type of game I want to make:
I’m using unity 5.1
I would just manually lock the position through code when it’s on a string or questionable surface with a boolean like onRope or something, so that it doesn’t move left or right. That way you could still have the freedom to move in three dimensions when you needed to, say, on large flat surfaces, but then the ball could sort of “stick” to a rope or balance beam when it was required.
Since this is a game engine, no “real” spheres and no “real” cylinders are there, they are just so many polygons shaped to visualize a sphere or cylinder. So you can’t expect a “real” balance. You must use code tweaks to prevent it from falling.
That unstable balance is like trying to divide 0/0. The ball is jumping. Debug the rotation. Probably In the game example a box collider is use instead of a tube for having a small flat zone and auto stability.