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Physic object in a moving bucket
Hey !
I was wondering if it was normal that Unity can't handle a physicalized object in a moving obstacle properly.
Everything here is setup as default. 2DRigibody & 2DColider. And you can see that all the sphere are overlapping everytime the "bucket" change direction. Every sphere should normally push one another and everything should end up not moving in the cup when it's full ... ?
Is it a matter of setting the proper values ? Or is it impossible to do with Unity's physics ? I tried to change the mass but it doesn't do anything.
Are there alternative to have a more "simple" management of physic in Unity ?
Many thanks !
I presume that you don't want the behavior like in video. k...this is simple physics .When car accelerates we tend to move back and when brakes are applied we move forward. Values has to do nothing with it.
To prevent this you will have to remove rigid-body from the spheres after some time.
But if the bucket rotate after a while it won't fall :) I understand why the spheres are moving when there is a movement. What I don't want is the overlap of the objects compressed by the acceleration.
The spheres must fall when u rotate the bucket .If you don't want that behavior then you will have to remove rigid body or set is$$anonymous$$inematic=true . This is the only way u can achieve that u want,else unity physics will be applied on the spheres.
for eg. after spawning a sphere u can set rigidbody2D.is$$anonymous$$inematic=true
after 1 sec or some time
Yes I want to ball to fall. I said that because you suggested that I should remove the rigidbody after a while. Without rigidbody = no physic = no falling after the bucket rotation :)
Would "is$$anonymous$$inematic = true" also remove the physic from the object ?