• Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
avatar image
0
Question by danipren · Dec 08, 2015 at 11:32 AM · physics

physics bug? please help am i missing something

hey everyone wondering if someone can help unfry my head lol

creating a racing game physics based where the vehicles hover and dont use wheels.

i have the physics and controls sorted and the ai to so i know the vehicles work well but only when one is in the scene, as soon as i drop in a second or enable a second or more they freak out and shoot out to the sky. i thought it was a problem with the raycast but even with the forces all set to zero the still freak out.

has anyone encountered this or any solutions would be much appreciated

Comment
Add comment · Show 4
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users
avatar image Scribe · Dec 08, 2015 at 11:36 AM 0
Share

Please add the relevant code. this might happen if there are some colliders overlapping, but otherwise shouldn't be a (builtin) physics problem

avatar image danipren Scribe · Dec 08, 2015 at 12:04 PM 0
Share

i dont think its the colliders as the first vehicle always works fine its only when i second one starts in the scene the second one goes haywire

avatar image Bonfire-Boy danipren · Dec 08, 2015 at 12:54 PM 0
Share

I don't see why that rules colliders out. If it were a problem related to vehicle colliders interacting with each other, then that's exactly what one would expect to see (in that the issue would only manifest once there was more than one of them).

avatar image danipren · Dec 08, 2015 at 12:02 PM 0
Share

heres the code for the the upwards motion ill go check the colliders now

var thrustPoints : Transform[]; var rigi : Rigidbody; var hoverHeight : float; var hoverForce :float; function FixedUpdate() { var hit : RaycastHit; for(var i : Transform in thrustPoints) { var downwardForce : Vector3; var distancePercentage : float; if(Physics.Raycast(i.position, i.up -1, hit,hoverHeight)) { distancePercentage = 1-(hit.distance/hoverHeight); downwardForce = transform.up hoverForce distancePercentage; downwardForce = downwardForce Time.deltaTime * rigi.mass; rigi.AddForceAtPosition(downwardForce, i.position); } }

     }
 



1 Reply

· Add your reply
  • Sort: 
avatar image
0

Answer by danipren · Dec 08, 2015 at 12:03 PM

 var thrustPoints : Transform[];
 var rigi : Rigidbody;
 var hoverHeight : float;
 var hoverForce :float;
 function FixedUpdate()
     {
         var hit : RaycastHit;
         for(var i : Transform in thrustPoints)
             {
                 var downwardForce : Vector3;
                 var distancePercentage : float;
                 if(Physics.Raycast(i.position, i.up * -1, hit,hoverHeight))
                     {
                         distancePercentage = 1-(hit.distance/hoverHeight);
                         downwardForce = transform.up * hoverForce * distancePercentage;
                         downwardForce = downwardForce * Time.deltaTime * rigi.mass;
                         rigi.AddForceAtPosition(downwardForce, i.position);
                     }
             }
             
     }
 
Comment
Add comment · Share
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Welcome to Unity Answers

If you’re new to Unity Answers, please check our User Guide to help you navigate through our website and refer to our FAQ for more information.

Before posting, make sure to check out our Knowledge Base for commonly asked Unity questions.

Check our Moderator Guidelines if you’re a new moderator and want to work together in an effort to improve Unity Answers and support our users.

Follow this Question

Answers Answers and Comments

40 People are following this question.

avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image

Related Questions

2D 360 degress platformer example needed 0 Answers

How would I cut geometry in real-time? 2 Answers

Car tutorial physics models rotating randomly? 1 Answer

Keep Horizontal Momentum after Jump 2 Answers

Knockback and Launch Angle 1 Answer


Enterprise
Social Q&A

Social
Subscribe on YouTube social-youtube Follow on LinkedIn social-linkedin Follow on Twitter social-twitter Follow on Facebook social-facebook Follow on Instagram social-instagram

Footer

  • Purchase
    • Products
    • Subscription
    • Asset Store
    • Unity Gear
    • Resellers
  • Education
    • Students
    • Educators
    • Certification
    • Learn
    • Center of Excellence
  • Download
    • Unity
    • Beta Program
  • Unity Labs
    • Labs
    • Publications
  • Resources
    • Learn platform
    • Community
    • Documentation
    • Unity QA
    • FAQ
    • Services Status
    • Connect
  • About Unity
    • About Us
    • Blog
    • Events
    • Careers
    • Contact
    • Press
    • Partners
    • Affiliates
    • Security
Copyright © 2020 Unity Technologies
  • Legal
  • Privacy Policy
  • Cookies
  • Do Not Sell My Personal Information
  • Cookies Settings
"Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere (more info here). Other names or brands are trademarks of their respective owners.
  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges