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Question by
GurinJaw · Dec 19, 2017 at 02:12 PM ·
collisionnetworkingcollision2d
How to calculate the impulse in 2D physics? (Collision.impulse equivalent)
As far as I've searched, there are no equivalents for the Collision.impulse in Collision2D; so I was wondering if there is a way to calculate the impulse myself and return the value? The reason why I need to calculate the 2D impulse is because I am trying to implement a method to fake the physics on a client device in a networking based multiplayer game. Basically, when a player collides with the 2D ball, it works fine on the server, but the clients can't push the ball around no matter what. The results I've seen in this video were great, but it uses the 3D impulse. https://www.youtube.com/watch?v=G6hAZhwc2gE I would really appreciate any help I could get, thank you for your time.
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