- Home /
I'm having trouble making good throwing physics for a VR game
I'm trying to make a VR game about throwing things with VRTK, but I can't get the physics to feel right; every time I throw something it lands on the floor a couple feet away from me. I tried changing the rigidbody settings of the objects I'm trying to throw, but I can't get the physics to feel different. Is there any other way I could change the physics to make the objects I'm throwing go further?
Did you try to compute a speed and direction of the object and reapply it to it rigidbody once you release your object ? You can fake it until it looks right.
i once tried to create a catapult using just unity physics and joints... my advice is just not, as @watermy suggest fake the physics, get the direction of the object, stimate a force based of the velocity it was moving and add a force in that direction, what is causing probably that issue is moving the thowed object with the transform, if you somehow manage to fake an effect in which you can move the throwed object with the rigidbody applying velocities you will probably manage to have a good throw effect with just unity physics system but it will be harder to achieve in my opinion
Your answer
![](https://koobas.hobune.stream/wayback/20220612212107im_/https://answers.unity.com/themes/thub/images/avi.jpg)
Follow this Question
Related Questions
Spear throwing with HTC Vive 3 Answers
How to move a VR Object (Sword) with the Vive Controller but make it collide with walls etc? 2 Answers
Ski/Snowboarding game: guidelines? 0 Answers
Throwing a rock, and making it cause damage 1 Answer
Handling Large number of Active Rigidbody Evaluations 2 Answers