Wayback Machinekoobas.hobune.stream
May JUN Jul
Previous capture 12 Next capture
2021 2022 2023
1 capture
12 Jun 22 - 12 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 siddharth3322 · Feb 28, 2019 at 03:16 PM · collisionphysicsrigidbodyvelocityforce

Manually Apply Cars Collision Response Force

I want to throw cars with back force after a collision like this way. Few collision examples, I have represented in the following image with its collision back direction.

alt text

Cars are moving using applied velocity and I have applied velocity continuously to move at constant speed. Just on collision, I have stopped applying velocity for some time so I can get some collision response.

I want to get collision response as per Bumper.io game: Bumper.io Part 1 (IOS/Android)

At present, I have written some code for this purpose but it's not behaving exactly like this way:

 void OnCollisionEnter(Collision other)
 {
     if (other.gameObject.CompareTag(GameConstants.TAG_ENEMY) || other.gameObject.CompareTag(GameConstants.TAG_PLAYER))
     {
         elapsedEngineStartWaiting = 0f;
         StartCoroutine(ApplyReboundForce(other));
     }
 }
 
 IEnumerator ApplyReboundForce(Collision other)
 {
     Vector3 centroid = new Vector3(0, 0, 0);
     foreach (ContactPoint contact in other.contacts)
     {
         centroid += contact.point;
     }
     centroid = centroid / other.contacts.Length;
 
     Vector3 projection = transform.position;
     projection.x = centroid.x;
     Vector3 normaliseCollisionPoint = Vector3.Normalize(projection - centroid);
     float collidedBodyMass = other.gameObject.GetComponent<Rigidbody>().mass;
 
     myRigidbody.velocity = Vector3.zero;
     myRigidbody.angularVelocity = Vector3.zero;
 
     int i = 0;
     while (i < 4)
     {
         myRigidbody.AddForce(normaliseCollisionPoint * GameConstants.CAR_COLLISION_IMPULSE * collidedBodyMass, ForceMode.Impulse);
         yield return new WaitForFixedUpdate();
         i++;
     }
 }

At present, collision response force direction does not remain as per, I mentioned in the above image. I want to force/impulse should be applied in above-mentioned directions.

Give me some suggestion so I can able to implement suggested things.

collision-responses.png (53.9 kB)
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

0 Replies

· Add your reply
  • Sort: 

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

213 People are following this question.

avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image

Related Questions

How to get Satisfying Collision Physics 1 Answer

AddForce doesn't work when used with velocity 3 Answers

Resume movement of instanced object relative to the original after instantiation. 2 Answers

Limit How Far an Object is Pushed After a Collision 0 Answers

Jittery Rigidbody 4 Answers


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