![]() In this scenario, a heavy ball is pushed up a ramp using Rigidbody.AddForce(). Not Directly Modifying a Rigidbody's Transform The broken version shows the same scene without bounciness, and it looks so much more boring in comparison. As they come crashing down, they bounce off the ground and move in simple but majestic ways. Objects With Bouncinessīarrels are shot from the side of the scene and are hurled into the air. Notice how the Rigidbody breaks the behavior of the Character Controller. The "bad" alternative Rigidbody & Character Controller Together shows the same game, but with a Rigidbody component attached to the character. This shows a simple side-scroller game working as intended. Notice how it appears to be in slow-motion, but this effect is simply caused by the scale of the scene. The alternate version Incorrect Scale (10x) shows how the scene changes at 10x scale (see the scale markings on the floor of the demo). This is a simple scene with a ball that hits into a stack of barrels. This demo shows most mistakes mentioned in this article in both a incorrect or broken state, and in a fixed state: Note: You can find a wide selection of 3D models to get you started over on Envato Market. We will examine and solve these problems as seen in Unity, focusing on the built-in 3D physics engine Nvidia PhysX, but the core principles can be applied to any other platform and physics engine. ![]() In this post, I'll explain how to identify and fix common problems seen in games of today. Using a physics engine can add immersion, eye candy, and, best of all, emergent gameplay, but can also, if used incorrectly, lead to unrealistic results or game-breaking problems. Many games use physics engines to drive the way things move and react. ![]()
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