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How to get Satisfying Collision Physics
Essentially I'm making a game where players flick hockey pucks at each other, then when they collide they will take damage base on their speed( going to figure the damage out later)
so when they hit I'm going to have a nice smashing sound, a visual effect, and have them fly away.
the problem is that unity's rigid body physics doesn't seem to support this by default. If an puck hits a stationary puck, at like at a thousand miles per hour, i want the moving puck to stop, and the other puck to go flying.
but instead the pucks hit and drift at almost the same speed. The fast puck is hardly slowed down.
I've tried playing around with physic materials a bit but nothings coming out easily. Do you have any Ideas how i could achieve this? Sorry, I'm not the best with the actual unity physics.
oh, and i have the rotation restraints on the pucks all checked if that matters.
Answer by rednax20 · Dec 01, 2014 at 04:01 AM
Figured it out, I didn't have a physics material on the floor. I'm a genius.
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