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Skate and Skate Park Physics

Discussion in 'Scripting' started by gustavorino, Jul 14, 2009.

  1. gustavorino

    gustavorino

    Joined:
    Jul 3, 2009
    Posts:
    8
    Hi guys!

    I'm having serious problems trying to simulate skate physics.

    I'am using a shape with 4 wheels colliders to simulate the skate. The skater is simulated with a box collider using a Character Joint connected to the skate.

    To simulate impulse, i use addRelativeForce(force,0,0). To simulate rotation i use transform.Rotate(0,r,0);

    Problem 1 - ok.. this works with a good realism but sometimes the skate flips. How can i avoid skate flipping?

    Problem 2 - How can i simulate the physics when the skate jump into a Half Pipe ?( just like tony hawks game )

    Preview - http://lab.fdd.com.br/skate/test.html

    Thankss!!! [/url]
     
  2. magwo

    magwo

    Joined:
    May 20, 2009
    Posts:
    402
    I think you need to be a lot more specific.
     
  3. gustavorino

    gustavorino

    Joined:
    Jul 3, 2009
    Posts:
    8
  4. Armagon

    Armagon

    Joined:
    May 29, 2009
    Posts:
    246
    I think that you should start with a lot more simple project. You're not going to get physics from Tony Hawk games without making a LOT of custom programming.
     
  5. gustavorino

    gustavorino

    Joined:
    Jul 3, 2009
    Posts:
    8
    Yeah.. i know i cant get the same result and i dont want that...I just want a little better physics..

    Half pipe jump - i know its not easy to get the same result of Tony Hawks game. But i would like to know if exists an easy way to simulate a better physics. ( my ideia is to use a Configurable joint while the skate is on air to prevent some type of rotation and transation , what do you think? )