Wayback Machinekoobas.hobune.stream
May JUN Jul
Previous capture 12 Next capture
2021 2022 2023
1 capture
12 Jun 22 - 12 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 Bibrosko · Dec 02, 2017 at 05:23 PM · collisionrigidbodyforcejointstorque

Apply force and torque on different collider enter

I'm trying to make my game objects (a concrete pillar for instance) to receive a relative force and torque when hit by my bullet collider but NOT coming from the bullet rigidbody force itself.

what i'm trying to achieve is:

  • my pillar starts in a idle position (all translations and rotation blocked).

  • when hit by the projectile BulletPIN+ (rigidbody) it should receive a force forward and a torque (ignoring the bullet force).

  • when hit by BulletPIN- it should receive the same force and torque but in the opposite direction.

for now i'm playing around with joints (fixed or configurable etc...) and i createad a script to add forces on the pillar but i have unexpected behaviors and i have no possibility to revert the force by using a second bullet type.

  • i created a empty game object as a Controller and attached my gameobject as child

  • on the controller i added a configurable joint freezing the Y, Z motions and X, Y angular motions

  • i added a script to add force and torque on the controller

but:

  • the Controller (and the gameobject) seem to not receive the force and the torque i added (maybe i made some mistakes in the code)

  • the Controller receives the impact force of my bullet colliders/rigidbody (BulletPIN+, BulletPIN- etc..) so they're moving accordingly to the impact they receive, eventually ignoring the forces i want to add with the script.

  • sometimes, when the object is hit at the bottom by the bullet is jumping up (ignoring the configurable joint constraints).

here's the script:

 using UnityEngine;
 using System.Collections;
 
 public class AddForce : MonoBehaviour
 {
 
     public float ForceForward;
     public float ForceBackward;
     public float forceNegative;
     public float TorquePositive;
     public float TorqueNegative;
 
 
     void OnCollisionEnter(Collision col)
     {
         Debug.Log("Collision!");
         if (col.gameObject.name == "BulletROLLER+")
         {
             col.gameObject.GetComponent<Rigidbody>().AddForce(ForceForward, 0, 0);
             float turn = Input.GetAxis("Horizontal");
             col.gameObject.GetComponent<Rigidbody>().AddRelativeTorque(Vector3.up * TorquePositive * turn);
 
         }
         if (col.gameObject.name == "BulletROLLER-")
         {
             col.gameObject.GetComponent<Rigidbody>().AddForce(ForceBackward, 0, 0);
             float turn = Input.GetAxis("Horizontal");
             col.gameObject.GetComponent<Rigidbody>().AddRelativeTorque(Vector3.up * TorqueNegative * turn);
         }
     }
 }

alt text

i'm sorry for the long question, i hope you can help me.

Comment
Add comment
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

0 Replies

· Add your reply
  • Sort: 

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

131 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 avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image

Related Questions

Make AI run from Player 1 Answer

Collider question 0 Answers

Slow rigidbody movement in all directions but forward. 0 Answers

AddTorque not increasing relativeVelocity magnitude of a collision 1 Answer

Moving a rigid body on a plane applying forces 1 Answer


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