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Question by technano · Jul 13, 2016 at 09:51 PM · collisionphysics3dballangularvelocity

Ball Physics?

So I'm trying to make a little game based off physics and I have the player pushing a basic ball/sphere around. But if I run into the ball with the player it's as if nothing was pushing the ball and when I stop moving the ball will be moving very slowly and sometimes in the wrong direction. However it doesn't at like this if I push something else into the ball. So for example I have this pillar that I can knock over and use that to hit the ball, and it'll make the ball go flying very realistically. I just don't understand why it's not the same for the player? Can anyone help?

UPDATE:

So far I still haven't been able to get the ball to behave the way I want to, and I've tried effecting the gravity, drag, and angular drag. It's movement is still the same; Jittery, slow and unrealistic. I've looked into it and I saw that it has something to do with Max Angular Velocity but I also saw that, that's been removed from the physics manager. So how would I edit that? Or is that even the right place I need to be looking for the solution to my problem?

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avatar image jdean300 · Jul 14, 2016 at 06:07 AM 0
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How are you moving the player? In order to get accurate physics interactions you need to be moving the player through a Rigidbody and not through setting the transform directly.

avatar image technano jdean300 · Jul 15, 2016 at 02:14 AM 0
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I'm using a rigidbody and i'm using force to move the player

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