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Question by mephlaren · May 12, 2017 at 12:57 PM · c#physicsbuoyancy

apply force to every vertice on object

Hey guys! So i stumbled upon this problem while creating a buoyancy effect.

Ive got every vertice-position in the world-space, yet whenever I apply force it just rotates the object (understandably) based on the forces.

I have loops running that determines which vertices ARE in the water, yet i cant come up with anything to make them go upward. I have even calculated the required buoyancy force based on the mass of the object, but im start to think that i dont even need to use this part.

I attach a picture to show that while the object is in the "water", it can detect wether or not particular vertices are underwater

So any idea where should i go from now on? or what can i do? Every help is appreciated. Thanks

ship.png (335.8 kB)
shipwater.png (494.6 kB)
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Answer by mephlaren · May 12, 2017 at 03:01 PM

ok, i found the answer. In the loop where im sorting if the given vertice is underwater or not, i just added this:

 GetComponent<Rigidbody>().AddForceAtPosition ((transform.up*coefficientUp)/(1+UnderWatermes[i].y/10),UnderWatermes [i]);

Had to play with it to find the golden number for coefficient, now i just need to calculate the air resistance, based on this. :D

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