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Collider being able to push rigidbody, but not be able to be pushed
hey guys,
I am trying to make a game, in which 2 players are controlling a sphere collider, and are able to kick a ball around by walking or jumping into a ball, with rigidbody, and bouncy material.
I tried multiple approaches, but still dont get the wanted results. My first try was to have a character controller as a parent, and the sphere collider as a child, and move the object by calling CharacterController.Move(). The bouncy ball seemed to react pretty well, when there was no Y Movement involved. The ball would bounce off the sphere, and if I "walked" into the ball, proper forces were applied. When I then try to make the Player Jump (Move()) things change though, it seemed as though the spheres movements werent considered with the collision at all. The ball would just jump off very slightly, or even stick to the sphere, even though the ball was falling down, and I jumped at the same time, which should cause tremendous forces to be applied.
My next approach was to ditch the sphere collider, and try the naked character controller, as the "sphere" collider. Jumping collision went much better now. Forces were actually considered when jumping and colliding with the ball. The problem with this approach is that the character controller sometimes stops, when moving into the ball, which causes jittery player movement.
So my general question probably should be: How can I make a collider apply forces to other objects, but be totally unfased by physics themselves?
I also tried rigidbodies on the sphere colliders, which also dont really give me the desired results. I tried moving the sphere collider with velocity (maybe then the colliders movement will be considered in the physics), but it isnt possible to move kinematic rigidbodies that way, and if I turn off kinematic, it will have forces applied to it again.
Any advice? Am I overlooking something?
Thanks
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