Quick Physics Question.

Hi all,
quick question, I have like a seesaw object with sphere on each end I want to drop one from the sky and make the other bounce up like being shot out of a cannon and then it falls and the other bounces and they continue until each one gets higher and higher.

if(collider.gameobject.tag == "Side1")
       obje2.rigidbody.AddForce(Vector3.up);

This is all that I have for now to add force to each object when the other hits the other trigger, so basically I am forcing it. They don’t go high at all and I know that I am missing something. Just need a little help trying to figure this one out.

Thanks

Based on NVidia documentation: https://developer.nvidia.com/sites/default/files/akamai/physx/Docs/RigidDynamics.html

“The forces acting on a body are accumulated before each simulation frame, applied to the simulation, and then reset to zero in preparation for the next frame.”

What I suspect is happening is that gravity is overcoming your attempts to raise the objects in question. Maybe you should add a multiplier based on time or occurrence. For example (admittedly may be dump because I cannot test it here):

    float boost = 1.0f;
    :
    :
    if(collider.gameobject.tag == "Side1")
    {
        obje2.rigidbody.AddForce(Vector3.up * boost);
        boost += 2.0f;
    }

First, thanks for the quick reply.

Excellent, will test later tonight and let you know if this works, thanks for the link also.

So, i almost got my stuff working but now I have a huge issue, not that big but big enough, So now I am using a character controller to move the players up and down and then I have to object that have collision and not triggers because for some reason a character controller isn’t working right with triggers, I have it set up to where when player 1 hits the first collider then player two gets popped in the air then vice versa, not that works fine until after the second time player two gets popped up in the air. after that the collision stops being seen by the objects and then it just one object bouncing up and down without a care for some reason. Could anyone help explain what might be going on?

IEnumerator OnControllerColliderHit(ControllerColliderHit hit)
    {
        Rigidbody body = hit.collider.attachedRigidbody;
        if ((body.name == NULL || body.isKinematic)  !s2.isHit)
          isHit = true;
         yield return new WaitForSeconds(1f);
        isHit = false;
    }

I have the flags on there to show what mode the objects are in and these are two separate scripts but they are the same so the confusion is kept to a minimum and as I stated the collision just isn’t being recognized.

Thanks