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 TheSaviour · Jun 19, 2017 at 06:00 AM · movementdistancesphere

How can I cause a sphere to bounce forward infinitely with the same distance

alt text

I've been trying to create this for days. I've managed to create a sphere that bounces infinitely without gaining kinetic energy at each bounce:

 public float moveSpeed;
     public float jumpPower;
 
     Rigidbody rb;
 
 
     void Awake()
     {
         rb = GetComponent<Rigidbody> ();
     }
 
     void FixedUpdate()
     {
         rb.AddForce (Vector3.right * Input.GetAxis("Horizontal") * moveSpeed);
     }
 
     void OnCollisionEnter(Collision other)
     {
 
         if(other.gameObject.CompareTag("Platform"))
         {
             rb.velocity = Vector3.zero;
             rb.AddForce (Vector3.up * jumpPower);
 
         }
     }

What I'm trying to do now is to make the ball bounce from one platform to the next infinitely. But when I try to create this effect, the distance the ball travels between 2 platforms is never constant. I want the distance traveled between each bounce to stay constant (see picture above). How can I make this work?

ball-bounce.png (5.1 kB)
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 hexagonius · Jun 19, 2017 at 09:14 AM 1
Share

Do not use physics. Calculate the bounce curve yourself and move the sphere accordingly, giving the illusion of actual physics.

avatar image TheSaviour hexagonius · Jun 19, 2017 at 04:05 PM 1
Share

I'm sorry, I misunderstood. By bounce curve, are you implying that I use projectile motion?

3 Replies

· Add your reply
  • Sort: 
avatar image
0

Answer by NoseKills · Jun 19, 2017 at 05:59 PM

As @hexagonius said, you could use highschool physics to calculate the ball's position based on time rather than trusting the physics engine. Pseudocode for the formula for the height of a falling object affected by (g)ravity: posY = (bounceVeloY * t) - (0.5*g*t*t) Insert some bounceVeloY and g(ravity) that give you the desired bounce height. Then solving t(ime) for posY == 0 should give 2 answers, one of which is t == 0 (ball hasn't left the ground) and the other one is when it lands. Now you know how long one jump lasts with that g and bounce velocity. Should be pretty easy to calculate how fast the ball has to travel horizontally to move the desired jumplength during one jump. posX = veloX * t You also now have the formula for both the ball's horizontal and vertical position as a function of time so you can calculate both based on how long the game has been running. You can use modulo with the jump duration when feeding the time parameter to vertical height function to make the bounce repeat. This way the balls position on any given moment depends only on time, not on previous jumps, cumulative floating point number precision flavs or unpredictable penetration/bounce calculations P.s. someone check my highschool math/physics reasoning... It's rusty XD
Comment
Add comment · 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
0

Answer by · Jun 19, 2017 at 06:04 PM

From what I see you are adding force to the RigidBody, if you controlled the velocity directly and keep it constant you should solve your problem.

Comment
Add comment · 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
0

Answer by MikesNameIsMike · Jun 23, 2017 at 10:39 AM

Instead of adding force with:

rb.AddForce (Vector3.right Input.GetAxis("Horizontal") moveSpeed);

Just manually change the balls horizontal position every frame with something like this:

rb.transform.position += Vector3.right Input.GetAxis("Horizontal") moveSpeed

Comment
Add comment · 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

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

93 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

Related Questions

Raycast distance affected by momentum of character 0 Answers

Find all integer grid points inside sphere 1 Answer

The name 'Joystick' does not denote a valid type ('not found') 2 Answers

How to calculate distance between objects? 5 Answers

needed velocity to reach target in required duration 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