Hey guys, I’m trying to create a dynamic seesaw-like system for launching a ball. The shape in the middle rotates according to how the player drags their finger over the screen. The point will be to launch the ball in the air, but for now the core mechanic is not working. As soon as the player starts tilting the shape the other way, the ball just goes through it. I realize that the ball does not get any velocity at this point, so it’s basically going from standing still with a collider below it, to standing still with nothing below it, so naturally it starts falling.
My question is can you even do this kind of mechanic using Unity’s physics?
The ball just has a rigidbody and sphere collider. The shape has a rigidbody, mesh collider and the script that rotates it.
So far I have tried to do the following:
- Tried every combination of collision detection for the ball and shape rigidbodies(Discrete/Continuous/Dynamic…).
- Tried to change the value of the Fixed Timestep.
- Tried to limit how much the shape can rotate in the span of a frame.