Wayback Machinekoobas.hobune.stream
May JUN Jul
Previous capture 13 Next capture
2021 2022 2023
1 capture
13 Jun 22 - 13 Jun 22
sparklines
Close Help
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
avatar image
0
Question by Jon Huhn · May 31, 2010 at 04:22 PM · raycastvelocitycarfriction

Detecting how much force is needed to bring a rigidbody's velocity to zero

What's the method to use to detect how much force is needed to bring a rigidbody's velocity to zero on a given FixedUpdate()?

Here's the context of my question:

I'm creating a raycast car using a rigidbody applied to the car's body, and four raycasts to programatically create the tire/suspension sytems.

Currently I'm stuck trying to programatically add tire friction into the system. For now I'm just assuming all 4 tires are locked up so the car is effectively skidding on 4 rubber pads.

I know how to get the velocity vector of each tire tangent to the surface it's skidding on, so it's trivial enough to appply a force to the car's rigidbody in the opposite direction using AddForceAtPosition(). My problem is that as the velocity of the car is slowed down by this friction force, at some point that friction force is too strong in relation to the velocity it's opposing and it pushes the car in the opposite direction (instead of just stopping it perfectly).

Therefore, before applying the friction force each FixedUpdate(), I need to check to see if it exceeds the force required to bring the rigidbody to a standstill, and if it does, apply that force instead.

Thanks!

Comment
Add comment
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

1 Reply

· Add your reply
  • Sort: 
avatar image
2

Answer by Jon Huhn · May 31, 2010 at 06:53 PM

Well, the answer seems to be to use the ol' Force = Mass x Accelleration. I wasn't sure how to implement the accelleration within the FixedUpdate() function, but apparently just supplying the current velocity vector that I'm trying to counter wity my friction seemed to do the job.

The trick, though, is that you have to counter not only the velocity of the rigidbody, but also counter any forces acting on the object as well. Once I took that into account, I seem to be able to generate the proper friction forces on each rubber pad (tire) to stop the car when it's skidding.

Comment
Add comment · Share
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Follow this Question

Answers Answers and Comments

No one has followed this question yet.

Related Questions

Decreasing wheel friction with velocity 1 Answer

Getting rid of tire slip 1 Answer

What is this variable type? 2 Answers

raycast and instantiat advice 0 Answers

Raycast Car-Vehicle Physics 1 Answer


Enterprise
Social Q&A

Social
Subscribe on YouTube social-youtube Follow on LinkedIn social-linkedin Follow on Twitter social-twitter Follow on Facebook social-facebook Follow on Instagram social-instagram

Footer

  • Purchase
    • Products
    • Subscription
    • Asset Store
    • Unity Gear
    • Resellers
  • Education
    • Students
    • Educators
    • Certification
    • Learn
    • Center of Excellence
  • Download
    • Unity
    • Beta Program
  • Unity Labs
    • Labs
    • Publications
  • Resources
    • Learn platform
    • Community
    • Documentation
    • Unity QA
    • FAQ
    • Services Status
    • Connect
  • About Unity
    • About Us
    • Blog
    • Events
    • Careers
    • Contact
    • Press
    • Partners
    • Affiliates
    • Security
Copyright © 2020 Unity Technologies
  • Legal
  • Privacy Policy
  • Cookies
  • Do Not Sell My Personal Information
  • Cookies Settings
"Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere (more info here). Other names or brands are trademarks of their respective owners.
  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges