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Bounce of more than 1?

Discussion in 'Scripting' started by lucashaley, Jan 2, 2011.

  1. lucashaley

    lucashaley

    Joined:
    May 26, 2006
    Posts:
    8
    Heya all --

    I'd like to have a Physic material that propels collision objects, like a super jump pad. Is there a way of setting the "Bounce" of a Physic material to be greater than 1? Or should I go about this in code?

    Thanks for any help --

    -Lucas
     
  2. ColossalDuck

    ColossalDuck

    Joined:
    Jun 6, 2009
    Posts:
    3,246
    You can not do this with a physic material.
     
  3. Mike L

    Mike L

    Joined:
    Sep 14, 2010
    Posts:
    1,035
    I would probably do this with code
     
  4. DanielQuick

    DanielQuick

    Joined:
    Dec 31, 2010
    Posts:
    3,137
    I'm not yet fully fluent with Unity, but I believe you can, upon colliding, simply increase the force, which will then give the effect you are looking for.
     
  5. Mike L

    Mike L

    Joined:
    Sep 14, 2010
    Posts:
    1,035
    if your objects have rigidbodies you could do something like this:
    Code (csharp):
    1.  
    2. var force : int;
    3.  
    4. function OnTriggerEnter (hit : Collider) {
    5.     if (hit.rigidbody) {
    6.         hit.rigidbody.velocity = transform.TransformDirection(Vector3 (0, force, 0));
    7.     }
    8. }
    9.  
     
    damiantomczak200000 likes this.
  6. animalz

    animalz

    Joined:
    Apr 12, 2010
    Posts:
    1
    Why isn't this a thing? I wouldn't think it would be too hard to implement. Maybe it increases the overall velocity of objects in a scene in a continuous loop, creating havoc? As it is, though, the average velocity of all items in a scene diminishes fairly quickly with time, even with a bounciness of 1 on all objects. Where does the energy go?
     
  7. George Foot

    George Foot

    Joined:
    Feb 22, 2012
    Posts:
    399
    anmalz, most game physics engines are not concerned with conservation of energy or momentum - they just want to extract overlapping objects quickly and accurately. It's often considered a good thing for most games if objects don't bounce off each other much - because in real life, most objects are not very bouncy.