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 ina · Dec 25, 2011 at 09:32 PM · collisionphysicsjointconnect

Keeping balls that stick together together

How do you make rigidbody balls, when they collide, to stick together, even if other things hit them?

Comment
Add comment · Show 4
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
avatar image Lo0NuhtiK · Dec 25, 2011 at 09:34 PM 0
Share

I suppose you could have one of them parent to the other upon collision. That "might" be part of how to stick your balls together and keep them stuck.

avatar image ina · Dec 25, 2011 at 10:00 PM 0
Share

Parenting was what I tried first, but apparently that just assigns the coordinate system of the child, but does not keep it sticking to the parent.

avatar image spacepilot · Dec 29, 2011 at 01:46 AM 0
Share

Forces. Applied to both. Direction and strength of their vectors need to be dependent on each other's position and distance. Something like

 ball1.addforce (ball2.x-ball1.x, ball2.y-ball1.y, ball2.z-ball1.z)

...and same for ball2. It's not perfect, but a base to think further. Propably you need a variable before each axis to regulate the strength.

avatar image Bunny83 · Dec 29, 2011 at 03:39 AM 0
Share

@spacepilot: well that would work of course, but they don't really stick together ;) It's more like gravity, they can still roll on the surface of the other one.

1 Reply

· Add your reply
  • Sort: 
avatar image
0

Answer by Bunny83 · Dec 29, 2011 at 03:56 AM

Parenting is the best and easiest solution, just make sure that you turn the childs rigidbody into a kinematic rigidbody.
The problem is that if both balls have the same script, both get the collision message, so you need something to decide who's the master ;)

something like that:

 // C#
 // Script / classname: "BallScript"
 
 public BallScript master = null;
 
 void OnCollisionEnter(Collision collision)
 {
     BallScript other = collision.gameObject.Getcomponent<BallScript>();
     if (other != null)
     {
         if (other.master == null)                   // No master yet?
         {
             master = this;                          // Make this one master
             other.master = this;                    // Tell the other
             other.rigidbody.isKinematic = true;
             collision.transform.parent = transform; // make the other a child of this one.
         }
         else                                        // We already have a master
         {
             master = other.master;                  // So we also use the master
             rigidbody.isKinematic = true;           // and make us a child of the master
             transform.parent = master.transform;
         }
     }
 }

Not sure if setting the rigidbody to kinematic is enough. You might need to use Physics.IgnoreCollision to prevent unwanted collisions with the childs. If that's too compilcated you can also remove the child rigidbodies.

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

7 People are following this question.

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

Related Questions

How to connect two objects on collision? 1 Answer

how to have a correct collision on wheel collider 3 Answers

Massive framerate fall with Character Joint 0 Answers

How to solve the problem that the constraint is too elastic 0 Answers

Why are component values bold? 3 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