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Question by Tobias040108 · Jan 29 at 11:41 AM · #pragma

Why doesn't my rigidbody make my tree heavier

So I have a few trees in my scene. These trees have a rigidbody component and a script so I can harvest them with my axe. And when I harvested them they should fall over and the rigidbody got activated. But even though I have the mass of 1000 I can easily run against the tree and it flies away. Can somebody help me? alt text

alt text

rigidbodyscreenshotunity.png (21.9 kB)
baumscreenshotunity.png (104.2 kB)
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avatar image Captain_Pineapple · Jan 29 at 05:41 PM 1
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my assumption is that you just move the wrong movement function for your character. If you do not use physics/force based movement then it will be as if an infinite force presses against or into your tree. Then it will not matter how heavy the tree is. So please share some code.

avatar image Tobias040108 Captain_Pineapple · Jan 29 at 06:12 PM 0
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alt text

ok. This is the part of my PlayerMovement Script where the player walks. on the top of this I have the variables: float x = Input.GetAxis("Horizontal"); float z = Input.GetAxis("Vertical"); Vector3 move; Was it this what you meant or is it something else?

codescreenshotplayermovement.png (5.9 kB)
avatar image privatecontractor Tobias040108 · Jan 29 at 07:28 PM 1
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Hi @Tobias,

@Captain_Pineapple suggest that as long as you looking for right physics in game you need to have all of movements based by physics (RigidBody.addforce...) instead of changing transform positions (cheating against physics)... so in order to have things working together start using RigidBody atached to your player/character.

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avatar image Tobias040108 Captain_Pineapple · Jan 29 at 06:13 PM 0
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Sorry for my english

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