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Question by fureniku_unity · Aug 03, 2020 at 08:14 AM · rigidbody2dcollision2d

Making an object gain momentum from a collision (2D)

Hello all,

Been searching around for about an hour for an answer to this, but can't seem to find anything. (mostly people with the opposite problem...)

I have two objects; The first object is spawned on a player action. It's a box collider and has a rigidbody, and a script which makes it move quickly to the right before destroying itself.

The second object is a minecart-type thing, which is a box collider/rigidbody, and two children which are circle colliders/rigidbody, and hinge joints (I don't want any suspension or anything so this made more sense than wheel?)

If I put the cart on a slope, it'll happily roll down with the wheels spinning away. However, if I make my first object hit it, the first object pushes it along until the moment it destroys itself. Then, the cart immedietely stops.

I want the cart to keep its momentum after the pushing object is destroyed - it should roll a bit before coming to a stop basically. How can I achieve this? I'm pretty new to Unity, but from my understanding this seems to be more of a settings/components thing than something that requires a script. I'm comfortable with scripting, but if it's possible through the components system I'd much rather use that.

Thanks!

EDIT: Solved-ish. Turns out it was the hinge joints causing the problem - the wheels weren't turning at all when force was applied which is why the momentum wasn't lasting. Now I just have to get to a point of having zero suspension, currently its ok sometimes but other times the wheels completely freak out and go all over the place but I can work with this :)

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