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Question by Alexis_87 · Jul 14, 2011 at 09:48 AM · animationphysicsgameiphone4

Pinball problem

Hello to everyone, I’m making a pinball game. For the simulation of the controllers’ movement (I have two controllers like a normal painball) I have created an animation that rotate the controllers up and down. Here came the problem: when I play and I try to strike the ball.. the ball or the controllers passes through one of two. I don't know if that is a physic problem, or I can't do the movement because of the animation. Thx for the future response.

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avatar image Grady · Jul 14, 2011 at 10:24 AM 0
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make sure that they both have colliders on them, and i take it that the pinball itself has a rigidbody attached to it?

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Answer by Waz · Jul 14, 2011 at 01:12 PM

Turning on "Animate Physics" on the Animation should fix it.

But why do it that way at all? Wouldn't it be cleaner to just model the bumpers physically and apply a force to them?

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avatar image sneftel · Jul 14, 2011 at 02:08 PM 0
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Yeah, this sounds like a job for a hinge joint. Set the anchor at the paddle's pivot, leave the Connected Body null, and set the axis and limits correctly. Then turn on "Use spring", and set a high damper force and a very high spring force. To turn the bumper on or off, just change the "Target position" of the spring for the hinge joint.

avatar image Waz · Jul 14, 2011 at 09:16 PM 0
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You may also need to increase maxAngularVelocity - globally or for at least e ball and flippers.

avatar image sneftel · Jul 14, 2011 at 09:45 PM 0
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Good point. And also, you'll almost certainly need to set continuous collision detection for the ball and the paddles. (Actually, that may have been the real problem.)

avatar image Waz · Jul 14, 2011 at 10:10 PM 0
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Probably "all of the above" - pinball is an extreme (but perfectly reasonable) test of the Physics system. Fortunately with only 1-3 balls and 2-4 flippers as practically the only moving objects, it's okay to turn on these "work smarter, not faster" options.

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