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Question by mmangual_83 · Jun 04, 2014 at 02:46 PM · c#rotate object

The power of the Force

This is a follow up question from my previous post

Like the post said I am having an issue with my 3d block when it touches the surface of the table. I want my 3d block to behave with real world physics when I rotate it along a flat, sturdy surface and not go through the table when I start rotating it. I want to know if I need to use the Force formula or is there any other formulaI need to add? Also, to which game object do I attach this script to: the cube, the table or both?

Thank you so much in advance.

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avatar image PouletFrit · Jun 04, 2014 at 02:53 PM 0
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what are you using to rotate your cube? rigidbody.$$anonymous$$oveRotation?

avatar image mmangual_83 · Jun 04, 2014 at 02:59 PM 0
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yes, I am

avatar image PouletFrit · Jun 04, 2014 at 03:29 PM 0
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I just come to make a small test scene and everything seems to work for me. The small cube didnt go through the bigger one.

I used a big cube as a table, had a box collider on it. The 3d block was a cube with a box collider and a rigidbody. And I used a really simple script to test (just changing the rot in the inspector) :

 public Vector3 rot;
 
 void FixedUpdate() {
        this.rigidbody.$$anonymous$$oveRotation(Quaternion.Euler(rigidbody.rotation.eulerAngles+rot));
 }

are u using mesh collider? they tend to behave weirdly... If thats the case try checking the Convex checkbox

avatar image Lo0NuhtiK · Jun 04, 2014 at 03:31 PM 2
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alt text

avatar image Tim-Michels · Jun 05, 2014 at 09:03 AM 1
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Don't forget to take Time.deltaTime in account, since you want the force thats being added to be framerate-independant. Greets

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