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Question by TurboHermit · Nov 02, 2012 at 12:46 PM · rigidbodyvelocityangledrag

Rigidbody loses speed

I have a Rigidbody, a ball, that has no Drag or Friction at all. It's launched at the beginning of the script and shouldn't lose any speed. I have a mesh collider, a paddle, that bounces the ball another way. If the collider is perfectly paralleled and still the ball doesn't lose any speed, the way I intended it. But if the paddle is slightly crooked and the ball hits a sloped surface, the ball loses speed. Is there any way to prevent this?

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avatar image Fattie · Nov 02, 2012 at 12:55 PM 0
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have you looked at the settings of your Physic-$$anonymous$$aterials ?

Also, PhysX simulates actual real-life physics. It's hard to say what "should" happen with zero-drag situations. You'd be imparting spin, probably, so it would slow down.

'ave you actually check the velocity before and after using rigidbody.velocity.magnitude

avatar image TurboHermit · Nov 02, 2012 at 01:40 PM 0
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Then let me reformulate; "How can I have my rigidbody move at constant speed in the direction that is calculated by unity's physics engine?"

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Answer by Fattie · Nov 02, 2012 at 01:59 PM

As I already said:

Have you actually check the velocity before and after using rigidbody.velocity.magnitude ?

Use Debug.Log to tell you the two speeds. Let us know the two speeds.

IF they truly change, simply SET the speed after the bounce.

Do so simply using

 rigidbody.velocity = rigidbody.velocity.normalized * YourDesiredSpeed;

that's it !

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avatar image TurboHermit · Nov 02, 2012 at 02:13 PM 0
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Works perfectly, thanks! =D

avatar image Fattie · Nov 02, 2012 at 02:14 PM 0
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awesome !!

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