Hello,
i have recently bought a 3d engine, having only slightly lower price as unity, and after two weeks of work noticed, that it had features missing i absolutely need… so here i am, struggling with the unity demo
physics are the most important part for me. i like to do more the kind of sport games, so currently i am testing the demo by trying to build a airhockey game.
i do have major problems in understanding whats going on with the physics. are there any good tutorials out there covering this topic in detail? already searched, but didn’t find any.
i have tried several ways to achieve a airhockey type game.
one simply modelling everything in modo, export to fbx and use mesh colliders, this method worked best, but i ran into trouble with a) the collision detection with the table, and b) the puck collided with the table ‘under’ the collision box, so it first went completely through the table and then stopped. i have noticed, that on import you can either recalculate the normals or keep them, both looked completely different. the table might not be a 100% perfect closed body. infact it is, but they way it was modelled, i could understand, if some software has problems in trying to find out whats outside. could this be the cause of the collision trouble? although i tried a blender modelled simple version of the table, which had some new surprises for me
one other was, to simply lock y movement and use capsule colliders without gravity and without collision to the table surface. this had very odd movements, on collision, the puck started to move, but then went on very slow without stopping again. i tried changing the physics material, but didnt change anything.
on both attempts, the mallet was set up as kinematic rigid body and positioned by mouse movements. the collision with the puck was always far away from realistic. do i have to work with forces, to get the puck moving correct?