1 - Is there an “easy” and performant way to calculate a sprite’s cross section in the direction it’s currently moving, for realistic air/water drag effects? You know, for emergent, organic air/watercraft properties such as max speed and fuel consumption.
2 - I notice that 3D physics materials have both static and dynamic friction variables, whereas 2D physics only have “friction”. That strikes me as a really odd design decision. Surely static and dynamic friction are equally relevant in 2D physics? What’s the rationale here? How should I go about implementing static friction in 2D?
3 - Is there a way to calculate what PERCENTAGE of a sprite is making contact with an effector? For example, a jumping whale that is still fully submerged will be subjected to different drag than one who has only the very tip of their tail still in the water.