Wayback Machinekoobas.hobune.stream
May JUN Jul
Previous capture 13 Next capture
2021 2022 2023
1 capture
13 Jun 22 - 13 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 RayJr · Oct 15, 2014 at 08:16 PM · 2dcolliderwater

Is there a "fluffy" or "squishy" 2D collider?

Hi, I'm trying to simulate a boat in water in 2D. I want the boat to react to waves. I have colliders on the boat and on my water line, but its very ridged. I want the boat to go up when a wave comes, but not exactly in line with the wave.

Is there a way to make the wave colliders softer? so the boat will press into them and move up but not exactly at the same rate as the wave.

Also, is it possible to have mass affect the reaction. So a paper boat would basically ride the wave as is, but the Queen Mary wouldn't realy move at all?

Thanks!!

Comment
Add comment
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

2 Replies

· Add your reply
  • Sort: 
avatar image
2
Best Answer

Answer by Kiwasi · Oct 15, 2014 at 10:26 PM

Buoyancy works by applying an upwards force that is proportional to the volume of liquid displaced by an object. In (very heavy) pseudo code that might work like this

 if(collider.lowerbound < water.uperbound){
     float percentSubmerged = (collider.boundsHight)/(water.uperbound - collider.lowerbound);
     rigidbody.AddForce(Vector3.Up * percentSubmerged * volume);
 }

Using this will allow the physics engine to account for the mass of the object and the impacting velocity. It won't do surface tension effects.

Comment
Add comment · Show 3 · 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
avatar image RayJr · Oct 16, 2014 at 02:36 AM 0
Share

This is exactly the answer i was looking for. I knew there must be a great method already figured out.

Also, I'm assu$$anonymous$$g that boundsHeight is a keyword that returns how far the colliders are overlapping? or something along those lines?

thanks again

avatar image Kiwasi · Oct 16, 2014 at 02:39 AM 0
Share

No, this is all pseudo code. boundsHeight is simply telling you to calculate the height of the collider.

lowerbount, uperbound and volume are all also pseudo code.

If I get bored I might put together some real code for you. I was simply demonstrating the principle.

avatar image Bunny83 · Oct 16, 2014 at 03:15 AM 1
Share

Or you simply use one of those already out there ;)

http://forum.unity3d.com/threads/buoyancy-script.72974/

avatar image
1

Answer by Pyrian · Oct 15, 2014 at 09:51 PM

You could make them into trigger colliders, and have them apply an upward force at the point of contact in their OnTriggerEnter2D and OnTriggerStay2D events. (Be aware that lots of "OnTriggerStay2D" events can really bog a game's performance down.)

Comment
Add comment · Show 1 · 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
avatar image KpjComp · Oct 15, 2014 at 09:56 PM 0
Share

I like that idea!!, I suppose for performance you could create a mesh that mimics the waves, and do it that way maybe.

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

4 People are following this question.

avatar image avatar image avatar image avatar image

Related Questions

2D Fluid inside Container mechanics 1 Answer

How to check for collision between a moving kinematic object and an empty object? 3 Answers

2d edge collider wont destroy? 0 Answers

Make Character Controller a Box? 2 Answers

How to update tile map collider 2D quicker 1 Answer


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