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 MojopinStudios · Apr 11, 2013 at 10:03 PM · collisionphysicsrigidbodycapsulecollider

Collision between RigidBody and Capsule Collider not producing desired deflection

I'm trying to replicate a ball hitting the woodwork of a goal. The ball is a rigidbody with a sphere collider (0.37 radius) and it is striking a cross bar with a capsule collider (0.1 radius). The ball has a physics material with Bounciness of 0.6.

When the ball collides with the bar, it makes a slight deviation from its path, but not one which is natural looking. I have tried changing the Collision Detection of the RigidBody, but each setting produces the same result. How do I get it to look more natural?!

I have uploaded a video of the issue to youtube. Check it out at http://www.youtube.com/watch?v=Foh-vCJ_m6E

Comment
Add comment · Show 2
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 RyanZimmerman87 · Apr 11, 2013 at 11:35 PM 0
Share

You are using Addforce not transform for your ball right?

I don't know enough about this to give you a definitive answer, not even close.

I just know from what I've experienced using PhysX in Unity I would be extremely surprised and happy if you could get realistic physics without extra work from the user.

avatar image MojopinStudios · Apr 11, 2013 at 11:41 PM 0
Share

Yeah its simply using AddForce. It is colliding and deflecting, if it strikes closer to the centre it looks like it deflects correctly, its the thinner collision that is causing the issue.

1 Reply

· Add your reply
  • Sort: 
avatar image
0

Answer by RyanZimmerman87 · Apr 11, 2013 at 10:29 PM

I have never attempted something like this. But my guess would be that you need some kind of somewhat complex calculation beyond Unity's default PhysX.

So maybe obtain the angle and speed that you collided with the object, and use these variables to determine a force to add and a direction of that force?

I could be wrong but I have seen nothing from Unity PhysX in my limited experience that would lead me to believe it is possible to do this without extra calculations on the users end.

Comment
Add comment · Show 1 · 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
avatar image MojopinStudios · Apr 11, 2013 at 10:47 PM 0
Share

I was under the impression that this is what the different settings for Collision Detection were to counteract. I can of course implement some raycasts to deter$$anonymous$$e a definitive collision but I thought this was covered in the current collision implementation.

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

11 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

Related Questions

Raycast on ball game 2 Answers

Rigidbodies won't collide if mass difference is too high 0 Answers

Character Controller meets Rigidbody 1 Answer

How to get collisions on Character controller? 1 Answer

Rigidbody.MovePosition/MoveRotation Hits far away colliders 2 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