Hello I'm trying to do arcade physics, but I have a problem. When I use non-kinematic physics this is the result: But if I use kinematic physics, I get the desired effect: Now I have a problem, using kinematic physics I can go throw walls and that kind of things... Anyone can tell me what's the better solution? Thanks
The problem with going through walls is caused by how you move your car. I assume you are using Translate/Rotate functions which is wrong. You need to use a physics specific function. you have a few to choose from. MovePostion/MoveRotation/AddForce/AddTorque. Google them respectively.
I'm using MovePosition and MoveRotation. I want to get the second GIF behaviour but without kinematic rigibody. Any clue?
Not without using proper forces and masses. Also use Physics materials. This isn't rocket science, it's the easiest possible use of the physics engine. Playing with settings is normal.
The top gif is what would actually happen if a radio car hit a blow-up plastic football. You'll have to fiddle with settings, but there are some things you could try: - tuning the mass of the car and ball. When two (non-kinematic) things hit each other, the amount of force is dependent on their mass. This is how physics work IRL too - a 1 kg thing hitting something at 20kph is not going to give as much force as a 100kg thing hitting something at 20kph. - create an invisible box collider at the front of your ride. Set up colliders that makes it only collide with the ball. Angle it upwards. This will mean that the ball doesn't glide off your hood as it's doing now. - Manage the collision force through scripting. This will give you The Ultimate Level Of Control, but it'll take a lot of time to make it look "realistic".