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Making good use of rigidbodies.

Discussion in 'Physics' started by RJ-MacReady, Nov 25, 2014.

  1. RJ-MacReady

    RJ-MacReady

    Joined:
    Jun 14, 2013
    Posts:
    1,718
    Anyone have any tips? I'm making my characters out of these guys so they can push each other around semi realistically. They slide a lot, though and bounce too much.

    I have placed materials on them to help get the behavior I want and had some success, but just wondering if anyone else had anything to share that they know.
     
    BrandyStarbrite likes this.
  2. BrandyStarbrite

    BrandyStarbrite

    Joined:
    Aug 4, 2013
    Posts:
    2,065
    I remember watching a tut on Youtube where some guy, was explaining the difference between Rigidbody and Character Controller.

    And when he made the object with the Rigidbody, go over a low poly gun object.
    It "slid" after it landed on the other side.
    I hope I had that right. :rolleyes:
    Here it is. :D



    Maybe this might help you with the sliding problem.

    Enjoy!! :D
     
    Last edited: Nov 26, 2014
  3. RJ-MacReady

    RJ-MacReady

    Joined:
    Jun 14, 2013
    Posts:
    1,718
    Thanks, I got it figured out now. I made my own character controller so I can have it exactly how I want. Took me a few hours to get it sorted. ;)
     
    BrandyStarbrite likes this.
  4. BrandyStarbrite

    BrandyStarbrite

    Joined:
    Aug 4, 2013
    Posts:
    2,065
    Nice! :D
     
  5. RJ-MacReady

    RJ-MacReady

    Joined:
    Jun 14, 2013
    Posts:
    1,718
    Yeah. I wanted precise control over movement, but also for my characters to be able to be pushed around by the physics engine. I wanted a box collider for collision with floors and walls and a capsule collider for intercharacter collisions, plus using raycasting to check for walls and all that.

    @_@
     
    BrandyStarbrite likes this.