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2D Physics / 3D Physics - questions about rotating scaling rigidbodies / joints

Discussion in '2D' started by ianjgrant, Nov 17, 2013.

  1. ianjgrant

    ianjgrant

    Joined:
    Mar 11, 2013
    Posts:
    28
    Hi, I have a few questions about the new 2D physics (and 3D physics) - particularly rotating and scaling rigid bodies.

    I have an app with 300 shadow puppets derived from images - so the new sprite / atlas tools are proving great.

    (1) Is there a rigid body2D dragable script, for easy use on the spites? I still crave one that is multi-touch savvy.
    (2) Why can't I rotate rigidbody2D colliders on the Y axis, the geometry rotates but the colliders skew (as described in the docs).
    - what would the workarounds be?
    - Swopping in another model after the rotate with the colliders replaced?
    - Programmatically regenerating the colliders?

    This works great with 3D objects.

    (3) Scaling works great with 2D objects - the hinge2D anchors scale with the geometry. This doesn't work with 3D joints - the anchors go really screwy- and I'd love to know a workaround for 3D?

    As it is: 2D objects scale but don't rotate. 3D objects rotate but don't scale!

    In terms of helping with multitouch control of the physics objects. I would certainly pay a developer for some help. Please get in touch.

    Kind regards, Ian