8/26/2023 0 Comments Bounce when touch collision unity![]() so it oscillates with lower and lower amplitude but never zero. Yes you are dampening so if your object is falling then it bounces up again (height h0) falls again and then it bounces up again (height h1don't use Unity but I coded physics simulations before and this happens usually because: If(SpherePlaneCollisionDetection(tempParticle)) RESPONSE: public void HandlePlaneCollision() Debug.Log ("FINAL DIST: " + finalDist) Debug.Log ("POSITION: " + part.position) Vector3 dist1 = (sphereCenter - planeCenter) įloat finalDist = Vector3.Dot (dist1, normal) I have included my implementation thus far, but the code always eventually allows the sphere to fall through the plane.ÄETECTION: public bool SpherePlaneCollisionDetection(Particle part) What is the proper way to stop the sphere on top of the plane? The force of gravity will be continuously acting on the particle. ![]() As the bounces become smaller the sphere starts passing through the plane until finally falling through. The particle bounces a number of times, being affected by gravity. I am adding physics to each particle (represented by a sphere) to allow it to bounce off a plane located at the origin. I'm currently replicating a particle system in Unity (C#).
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