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Questions tagged [rigidbody]

In game development, a rigidbody is usually referred to anything that is affected by physics.

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how to have player stay on a rotating platform?

Im making a top down game in unity. in my game there is a platform where the player can stand on. while this platform is moving the player moves with it. here is an example: This almost works like i ...
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Why do physic engines apply force fully linear, despite adding torque

I checked how the applyForce function on rigid bodies in 3 different physic engines work (cannon.js, matter.js, PhysicsJS) and it seems that this is the common way ...
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Moving player inside of moving spaceship?

INTRO: I am trying to achieve a spaceship that flies through space and the pilot can get out of their seat and walk around the ship and place physics objects in it while the ship is moving, rotating, ...
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How can I pragmatically move a navmesh rigid body when changing scenes?

I have an object with both rigid body and NavMeshAgent attached Which I want to set to a new location on scene change, but there is something weird going on with it. If I just try to set the position ...
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walk/stick to a platofrm

I was wondering how to approach this idea using Godot , is there a built in way to make a KinematicBody2D or ...
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Plot rigidbody path simulating magnus effect

I am trying to create a method that will plot the path a rigidbody will take when simulating a magnus type effect with no gravity in Unity. I realize this approach is a drastic simplification to the ...
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Making interacting gears in 2D

I want to create mutually rotating gears for a puzzle game. I looked at a lot of material, but didn't understand how to make a RigidBody2D stay in one place correctly and interact with each other. ...
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I'm using a *Floating* Capsule Collider, but it keeps contacting floor especially if I fall at high speeds?

I have the below code for a "Floating Capsule" style Rigidbody controller. Based largely on a tutorial (https://www.patreon.com/posts/astro-kat-moving-21343562) although I've modified it a ...
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Why do colliders have a tendency to spin and develop crazy angular velocity in Unity when used as my "player"?

I am trying to create a basic collider for a rigidbody player in Unity 3D. I have been experimenting with numerous shapes but found it hard to get what I want. The primary issue seems to be if the ...
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How do I apply real time physics to a 2D game in Java?

I'm developing a 2D Brick Breaker style game in Java and want to apply some real time physics to it, especially to the paddle/ball interections. Nothing too complex; just applying some of the physics ...
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Unity3D object falling from high are passing through ground [duplicate]

First, you can see the bug in action here: https://www.youtube.com/watch?v=vqbo3rweEmA When rigidbody objects are falling from high position (300 in my test), the ground collision doesn't works, the ...
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No Collision while rotating. Object rotating with Rigidbody.Rotate passes through other collider

I'm working on a 3D game, and having issues with the colliders. My Cube Controller has movement input by keyboard, with collider and rigidbody components. Cylinder objects have basic colliders and ...
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Is there a lighter way to implement "object stops when hit wall" without relying on Dynamic gameobjects in Unity3D (2D)?

I am currently using a Dynamic GameObject for my entities, but I feel as if that will risk slowing down the game on weaker hardware (especially when there are hundreds of entities). Not only that, but ...
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1 answer
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How do I get OnTriggerStay2D to consistently work in Unity?

(2D Project) I have a very basic set-up in which I have a Hallway with a door and a bunch of other objects. I have a player that starts on the left side of the hallway and only moves on the x-axis. ...
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Using ProjectOnPlane to stick to slopes and avoid getting stuck on difficult terrain?

I have a simple Rigidbody movement script. I am having difficulty getting the rigidbody to stick to slopes, and also to collide with difficult terrain without getting stuck. I read that ProjectOnPlane ...
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