- Home /
VR Sword Physics, how to add force or velocity to the sword for impact when it hits an object
Hello,
I need help with setting up Sword Physics for VR in Unity,
Right now the sword has a Rigidbody with a mass set to 25, and a Mesh Collider active.
the Objects are round and are coming at me from a distance using
GetComponent ().AddForce ((HMD.transform.position - transform.position) * (Speed *100));
Which gives the Sphere object a force directed at me. It has a Rigidbody with a mass of 5, and a Sphere collider.
None of the colliders are triggers.
The thing I need is when I hit a Sphere Object when it is stationary, no matter how fast I move the controller it doesn't give the Sphere Object the Physics that would happen if i hit it with a sword in real life.
The Sphere doesn't move like something hit it, it only budges.
Answer by jfkrzy · Oct 23, 2017 at 11:39 AM
Hi , i have succeed doing this whit a bigger box collider , i can applied damage to the box by hitting it hard , but it need to be like at least 1 by 1 meter
Your answer
Follow this Question
Related Questions
Rigidbody.velocity seems to be breaking jumping physics 0 Answers
Problems with Physics(Flipping strangely) 2 Answers
Setting a RigidBody's velocity messes with my custom gravity, not sure how to proceed. 0 Answers
How to limit only the Rigidbody.velocity from player input? 1 Answer
Any way to gracefully detach object with Unity physics? 2 Answers