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Question by rocket5tim · Mar 03, 2010 at 01:13 AM · rigidbodyvelocity

Detecting sudden changes in velocity?

I'm working on a racing game where the vehicle is normally colliding with pretty much anything/everything in the level (ground, walls, jumps, etc). So I can't use normal collision detection methods to check if the vehicle has actually "crashed" and not safely glanced off of something.

I think the solution is to check for sudden changes in velocity, but I'm not sure how to do it. I'd like to check if the velocity falls below a specific minimum within a specific amount of time. Any ideas?

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avatar image xToxicInferno · Mar 03, 2010 at 01:35 AM 0
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I would also like to see a answer to this, as i would like to be able to know how to implement fall damage in a FPS i am working on. i.e I want it so that if i fall off a house, it wont kill me just take away some health,as this is closely related i have commented ins$$anonymous$$d of asking my own question.

avatar image Eric5h5 · Mar 03, 2010 at 01:57 AM 0
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For falling damage in a FPS game, see http://www.unifycommunity.com/wiki/index.php?title=FPSWalkerEnhanced I'd say this is a quite different question, since in a FPS game you can stop instantaneously and you don't care; it's only the falling distance you care about.

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Answer by Eric5h5 · Mar 03, 2010 at 01:52 AM

You could compare the magnitude of the velocity of the previous frame with the magnitude of the velocity of the current frame (or rather, the sqrMagnitude, which is faster):

private var oldVelocity : float; var crashThreshold = 10.0;

function Start () { oldVelocity = rigidbody.velocity.sqrMagnitude; crashThreshold *= crashThreshold; // So it works with sqrMagnitude }

function FixedUpdate () { if (oldVelocity - rigidbody.velocity.sqrMagnitude > crashThreshold) { // Crash } oldVelocity = rigidbody.velocity.sqrMagnitude; }

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avatar image rocket5tim · Mar 03, 2010 at 11:07 PM 0
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Thanks, Eric. Works great so far in my initial tests. I had to tweak the crashThreshhold up to 50 for my particular setup.

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