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Apologies if this has been asked elsewhere, but I didn't find much in my searches. In various articles about tweaking physics in Unity, many tips point to that reducing the collider's size of the box collider attached to the gameobject in question will provide more realistic results than adjusting the 'mass' value on the rigidbody component. However, if I have a cube I'm rolling around and I want it to feel more like dice than a car being flung about, reducing the colliders works perfectly but it will obviously reduce the collision detection of the object (making 'run into' things like floors and walls) as well as reducing it's functionality for things like hit.collision and OnMouseDown. What should I do? Is there a workaround for this?
I should note that if I am using it for something 'realistic' in scale, like actual dice, making them the actual size in terms of 1 unit to 1 meter as Unity uses renders them virtually unviewable for things like board games where some enlargement of the space is required. Perhaps there is a cheating method to madness?
Answer by Eric5h5 · Dec 21, 2012 at 03:39 AM
Make the dice be 1 unit in size (since physics doesn't work very well at small scales) and increase Time.timeScale until the dice seem to behave as you would expect.
Works pretty good! It gets pretty close, except if you push it too far, it can feel a bit 'cartoony' but it's rather excellent Unity has this as an option to tweak on a gameObject. Thanks again!
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