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Question by gRnt · Jun 02, 2012 at 12:01 AM · gameobjectgravitysphere

Best Placeholder gameObject?

Hopefully this question makes sense. As with many here I am fairly new to Unity and am mucking around with a 2D side scroller (just for the practice really) but using 3D models and an orthographic view. I've locked the objects motion in Z and applied a rigidbody and gravity. The only problem I have with this is if I use a cube as a placeholder object when I add a force to it, the object skips across the surface and doesn't run smoothly. As I am yet to learn how to make (or import and use) 3D models what would be the best way to test my game logic and not have this sort of problem. I have tried a sphere which works ok due to single point contact but am wondering how other people tackle this problem.

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avatar image Fattie · Jun 02, 2012 at 10:33 AM 0
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For sure!

just use a sphere but make sure you set the friction, etc etc, meaningfully for the result you want. you also have to use a Physic$$anonymous$$aterial that behaves as you want (i.e., you probably DON'T want it to bounce realistically, you probably wantit to bounce "endlessly")

also notice the very handy "Constraints" feature ... look in rigidbody panel ... by setting those you can get just what you want.

"Constraints" plus fooling with the physic materials / frictions is probably what you want.

you'll probably want 2DToolkit for your 2.5D ga$$anonymous$$g, it's great.

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Answer by MD_Reptile · Jun 02, 2012 at 02:47 AM

well, if you have a rigidbody on an object, depending how you are moving the objects around to control it (either with rigidbody.addforce or a character controller I assume) it will either act strange having the collision model hitting the ground if its not kept upright (in the case of addforce) or if you use a charcontroller then maybe you can keep it upright always and avoid it...

anyway I always use the capsule as a placeholder for collisions on models, expecially character/moving entity kind of stuff. Maybe try the capsule and if it works, cool...if it does the same thing, consider changing the way you handle player movement.

Hope that helps! :)

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