Wayback Machinekoobas.hobune.stream
May JUN Jul
Previous capture 12 Next capture
2021 2022 2023
1 capture
12 Jun 22 - 12 Jun 22
sparklines
Close Help
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
avatar image
0
Question by Malcolm240104 · Mar 21, 2020 at 04:59 PM · unity 2dgravity

Faux Gravity

I followed Brackey's tutorial and it has been very helpful, however I have a problem. For the items to be affected by gravity, they also act on others. I would like to have objects that are affected by gravity but don't attract other objects.

This is the code I'm using:

using System.Collections;

using System.Collections.Generic;

using UnityEngine;

public class GravityAttractor : MonoBehaviour

{ public static List Attractors;

 public Rigidbody2D rb;

 const float G = 66.74f;

 void Awake()
 {
     rb = GetComponent<Rigidbody2D>();
 }
 void FixedUpdate()
 {
     foreach (GravityAttractor attractor in Attractors)
     {
         if (attractor != this)
         {
             Attract(attractor);

         }
     }
 }

 void OnEnable()
 {
         if (Attractors == null)
         Attractors = new List<GravityAttractor>();
         Attractors.Add(this);

 }

 void OnDisable()
 {
         Attractors.Remove(this);
    
 }

 public void Attract(GravityAttractor objToAttract)
 {
     Rigidbody2D rbToAttract = objToAttract.rb;

     Vector2 direction = rb.position - rbToAttract.position;
     float distance = direction.magnitude;

     if (distance == 0f)
         return;

     float forceMagnitude = G * (rb.mass * rbToAttract.mass) / Mathf.Pow(distance, 2);
     Vector2 force = direction.normalized * forceMagnitude;

     rbToAttract.AddForce(force);
 }

}

Comment
Add comment · Show 1
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users
avatar image sacredgeometry · Mar 21, 2020 at 07:39 PM 0
Share

What are you trying to achieve specifically because unity has gravity built into its physics engine?

1 Reply

· Add your reply
  • Sort: 
avatar image
1
Best Answer

Answer by dougantor · Mar 21, 2020 at 10:31 PM

Just have a public bool which you can set from the inspector which says whether to run the Attract function or not:

 using System.Collections;
 
 using System.Collections.Generic;
 
 using UnityEngine;
 
 public class GravityAttractor : MonoBehaviour
 
 { public static List Attractors;
 
  public Rigidbody2D rb;
 public bool attractsOthers = true;
  const float G = 66.74f;
  void Awake()
  {
      rb = GetComponent<Rigidbody2D>();
  }
  void FixedUpdate()
  {
 if (attractsOthers)
 {
      foreach (GravityAttractor attractor in Attractors)
      {
          if (attractor != this)
          {
              Attract(attractor);
          }
      }
 }
  }
  void OnEnable()
  {
          if (Attractors == null)
          Attractors = new List<GravityAttractor>();
          Attractors.Add(this);
  }
  void OnDisable()
  {
          Attractors.Remove(this);
     
  }
  public void Attract(GravityAttractor objToAttract)
  {
      Rigidbody2D rbToAttract = objToAttract.rb;
      Vector2 direction = rb.position - rbToAttract.position;
      float distance = direction.magnitude;
      if (distance == 0f)
          return;
      float forceMagnitude = G * (rb.mass * rbToAttract.mass) / Mathf.Pow(distance, 2);
      Vector2 force = direction.normalized * forceMagnitude;
      rbToAttract.AddForce(force);
  }
 }
Comment
Add comment · Share
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Follow this Question

Answers Answers and Comments

136 People are following this question.

avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image

Related Questions

How can you make gravity to not have any acceleration but with const velocity? 1 Answer

2D Keeping player stuck to a square platform 1 Answer

How do you change gravity with a press of a button? Unity 2D 2 Answers

Why does Gravity (Physics2D) produce different results for AddForce() versus velocity in player sprite? 2 Answers

Unity2d Walking off platform throws off gravity 0 Answers


Enterprise
Social Q&A

Social
Subscribe on YouTube social-youtube Follow on LinkedIn social-linkedin Follow on Twitter social-twitter Follow on Facebook social-facebook Follow on Instagram social-instagram

Footer

  • Purchase
    • Products
    • Subscription
    • Asset Store
    • Unity Gear
    • Resellers
  • Education
    • Students
    • Educators
    • Certification
    • Learn
    • Center of Excellence
  • Download
    • Unity
    • Beta Program
  • Unity Labs
    • Labs
    • Publications
  • Resources
    • Learn platform
    • Community
    • Documentation
    • Unity QA
    • FAQ
    • Services Status
    • Connect
  • About Unity
    • About Us
    • Blog
    • Events
    • Careers
    • Contact
    • Press
    • Partners
    • Affiliates
    • Security
Copyright © 2020 Unity Technologies
  • Legal
  • Privacy Policy
  • Cookies
  • Do Not Sell My Personal Information
  • Cookies Settings
"Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere (more info here). Other names or brands are trademarks of their respective owners.
  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges