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Question by siddharth3322 · Jan 09, 2019 at 10:15 AM · collisionphysics3dvelocityforce

Same Collision Rebound Force on Cars

I was working on a car war 3d game so each car tries to hit other cars. Based on collision, I was dragging back collided cars using applying manual force. alt text

On collision apply manual force to send them back. Here is the code that I have used:

 void OnCollisionEnter (Collision other)
     {
         if (other.gameObject.CompareTag (GameConstants.TAG_ENEMY)) {
             appliedSpeed = speed * 0.5f;
             elapsedEngineStartWaiting = 0f;
             ApplyReboundForce (other);
         }
     }
 
     private void ApplyReboundForce (Collision other)
     {
         Vector3 force = transform.position - other.transform.position;
         force.Normalize ();
         myRigidbody.AddForce (force * 150f, ForceMode.Force);
     }

Using velocity, I have drive the car:

         elapsedEngineStartWaiting += Time.deltaTime;
         if (elapsedEngineStartWaiting < 0.7f) {
             return;
         }
 
         // Move the player forward
 //        thisTransform.Translate(Vector3.forward * Time.deltaTime * speed, Space.Self);
         appliedSpeed += Time.fixedDeltaTime * 7f;
         appliedSpeed = Mathf.Min (appliedSpeed, speed);
         myRigidbody.velocity = transform.forward * appliedSpeed;
 

At present after the collision, car moving back behavior remain dynamic based on current car velocity and collision angle though I was applying the constant impulse to rigidbody.


I want, collided both cars get the same amount of rebound force as per my gameplay implementation. This I can't able to achieve so I want your side some suggestions into this.

car-war-game.png (207.4 kB)
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