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Making an object collide with an object without altering its physics? (moving platform)
Hey guys, I'm having trouble putting a player on an object without messing up its physics. In my particular case, the object the player is getting on is a ship. I have it so while on board the player is set as a child object of the ship so the player follows it.
The problem is once ON the ship if the player jumps into a wall or something on the side while the ship is moving, the ship goes into a tailspin. I want player collisions to be completely irrelevant to the ship's physics, but if I ignore the collisions in the physics matrix the player simply falls through the ship. I don't want that either.
So basically, I want the ship's colliders to still impact the player, but I don't want the player's colliders to affect the ship. Any ideas?
Answer by ian_sorbello · Aug 13, 2014 at 03:42 AM
You need to accurately reflect mass in your rigidbodies.
Think of mass in units - say kilos - but keep them relative.
Your player rigidbody should have a mass of say 60. Your boat should have a mass of say 5000. A 60kg person then won't make a 5 tonne ship tailspin :)
Unfortunately that doesn't seem to be working. I already had tried adjusting the weights. I've set my ship to have 10,000 times the mass of the player. While usually the player cannot put the ship in a 'tailspin' at this point, if the ship is moving forward and the player jumps into a wall the whole ship immediately stops. This is despite the fact they are moving at around equal speeds and the player has .1% the mass of the ship.
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