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Ball Rolling System
As a first project I decided I would make a 'Roll A Ball' game similar to Ballance and Switchball. I have started working on the movement system for the ball but I have run into a few problems.
Firstly, I decided I would use a rigidbody to make the movement calculation alot easier for me but I cannot change the acceleration of the rigidbody sphere (Ball). I realise this is due to the rigidbody using realistic physics calculations. I have tried messing around with the drag settings but this makes the ball also fall slowly which is not what I want. I am unsure of how I can make a system where I can manually put in acceleration and max speed values.
Any suggestions would be greatly appreciated :)
Thanks, - djfluffwug
Well, for starters, you could use
rigidbody.AddForce(vector, Force$$anonymous$$ode.Acceleration);
if you want to add acceleration manually.
Otherwise, try modifying Physics.gravity
Thank you syclamoth, I'try.
This is a difficult task to do because the physic engine has so many configuration params :(.
Answer by woodygoody · Oct 11, 2012 at 01:48 PM
Hi woodygoody, "Roll The Ball" isn't what I need :(.
I'm developing a ball game for mobile devices where the user can "swipe" the ball to throw it into the sandy track.
The ball can collide with obstacles in the track and the user can increase the ball's speed using the turbo mode.
The camera must follow the ball (at a certain distance) and should look at to the right direction of the track when the ball stops and the user swipe again to reach the goal. The algorithm that control the camera should be similar to that used in the Frisbee game (https://www.youtube.com/watch?v=h2I5XSXYH$$anonymous$$0) although in my game room has more freedom.