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how to simulate disc/cylinder physics
Hi
We're thinking of porting our game Disc Pool to Unity. It would be really nice if we could use PhysX to simulate the discs but there's no cylinder primitive. How would you solve this?
Other engines sometimes have a Support area, and that's it. You get used to the idea that if you can't find it there, you have to ask.
Unity and UA has been around for a while, has gotten popular, and has gotten many. many Qs from new users over the years. Turns out Searching common-see$$anonymous$$g Qs almost always gives useful results. For example, Seaching "unity disc collider" gives the "use a mesh" answer as below (but fift$$anonymous$$ very succinctly summed up the important parts,) and also explains why the disc-shaped wheel collider won't work.
Answer by fffMalzbier · Aug 10, 2015 at 10:05 AM
If there is no basic collider / a collection of basic colliders(component colliders) that can represent your object just use a mesh collider.
You can model a low poly disk mesh that represents your disk and use that in the mesh collider.
We're going to try this however 20 discs might prove to be too much for mobile.
Answer by Bunny83 · Aug 10, 2015 at 03:08 PM
Since your game is actually a 2d game (from a logical perspective, not visual) you might want to use Unity's 2d physics where you have circle colliders. The 2d physics however use the x and y axis so you might want to rotate your scene by 90° so your actualgame area represents the x-y-plane instead of x-z-plane.
Using 2d physics still allows you to use 3d objects but any kind of physics movement would be restricted to 2d.
Actually it needs to be 3d for the discs to be able to fall down into the pits. Perhaps a combo?
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