[Solved-ish] Need force against one rigidbody to affect another rigidbody

Hey guys,

So I’ve got a game with a fixed camera and GameObjects that wrap around to the other side of the screen when they go off-screen (like pacman). To get the best results, we have “real” objects and “clone” objects, the clones are to visually represent the object coming through on the other side (so while the real object is poking his head out one end, the clone pokes his head in the other).

Physics plays a big role in this game, and we want to make it so when a clone collides with an object, the appropriate force should be applied to the real object.

Thanks for the help!

maybe you can just = the rigidbody.velocity of both clone and real object with each other.
So somewhere on the clone you have “myRigidbody.velocity = realRigidbody.velocity” and on the realRigidbody you do “myRigidbody.velocity = cloneRigidbody.velocity”

Thanks for the reply, I thought about that but it’s not quite enough, we also need angular velocity and we also need the physics to affect both objects when just one is “pushed”. If we just set the velocity and angular velocity, we’re only accepting the forces applied to one of the objects.

Coudn’t you just calculate the average velocity/angular velocity of both objects and apply the result to both gameobjects?

That would make it so a collision only applies half the force it should (because the full force clone will average with the no-force clone to get half the force applied to them). We’ve found a workaround to this problem, but it’s a bit too complicated and game-specific to get into.

It does seem that it is not possible to have a collision against one object apply to another instead. Thanks for your help!