Search Unity

  1. Megacity Metro Demo now available. Download now.
    Dismiss Notice
  2. Unity support for visionOS is now available. Learn more in our blog post.
    Dismiss Notice

Table tennis SteamVR Phisics

Discussion in 'Physics' started by Xumuk39rus, May 17, 2019.

  1. Xumuk39rus

    Xumuk39rus

    Joined:
    Dec 7, 2015
    Posts:
    2
    Good day. When creating table tennis faced the problem of physics. When using standard components of 3d3d physics, at high speeds, the ball slips through the collider without noticing a collision through the racket at speeds, tried to use different variations of Collision Detection (Discrete, Continuous, Continuous Dynamic. Continues Speculative), but nothing helped. After a week of torment, they decided to rewrite all physics from scratch without using the basic unity3d methods. We managed to realize the collision and the correct vector of further movement using SphereCast and AddForce, having built the whole project on the triggers, but faced other problems, this is a repeated replay of the ball with the racket after calculating the new trajectory from the other side (only at high speeds) and with sharp changing the direction of movement of the racket before colliding with the ball. Both of these problems are solved, but they are extremely “crutch” and there are no more desirable bugs. Maybe someone faced a similar problem of physics in unity3d and could advise us with some help or advice, if necessary we can download the project with source codes.
    Thank.
     
  2. Xumuk39rus

    Xumuk39rus

    Joined:
    Dec 7, 2015
    Posts:
    2
    problem solved. The whole problem was that the racket moved through the transform, and the ball through the rigidbody, after adding the correct direction of movement of the racket through the rigidbody standard physics earned