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Question by Bibrosko · Dec 02, 2017 at 05:23 PM · collisionrigidbodyforcejointstorque

Apply force and torque on different collider enter

I'm trying to make my game objects (a concrete pillar for instance) to receive a relative force and torque when hit by my bullet collider but NOT coming from the bullet rigidbody force itself.

what i'm trying to achieve is:

  • my pillar starts in a idle position (all translations and rotation blocked).

  • when hit by the projectile BulletPIN+ (rigidbody) it should receive a force forward and a torque (ignoring the bullet force).

  • when hit by BulletPIN- it should receive the same force and torque but in the opposite direction.

for now i'm playing around with joints (fixed or configurable etc...) and i createad a script to add forces on the pillar but i have unexpected behaviors and i have no possibility to revert the force by using a second bullet type.

  • i created a empty game object as a Controller and attached my gameobject as child

  • on the controller i added a configurable joint freezing the Y, Z motions and X, Y angular motions

  • i added a script to add force and torque on the controller

but:

  • the Controller (and the gameobject) seem to not receive the force and the torque i added (maybe i made some mistakes in the code)

  • the Controller receives the impact force of my bullet colliders/rigidbody (BulletPIN+, BulletPIN- etc..) so they're moving accordingly to the impact they receive, eventually ignoring the forces i want to add with the script.

  • sometimes, when the object is hit at the bottom by the bullet is jumping up (ignoring the configurable joint constraints).

here's the script:

 using UnityEngine;
 using System.Collections;
 
 public class AddForce : MonoBehaviour
 {
 
     public float ForceForward;
     public float ForceBackward;
     public float forceNegative;
     public float TorquePositive;
     public float TorqueNegative;
 
 
     void OnCollisionEnter(Collision col)
     {
         Debug.Log("Collision!");
         if (col.gameObject.name == "BulletROLLER+")
         {
             col.gameObject.GetComponent<Rigidbody>().AddForce(ForceForward, 0, 0);
             float turn = Input.GetAxis("Horizontal");
             col.gameObject.GetComponent<Rigidbody>().AddRelativeTorque(Vector3.up * TorquePositive * turn);
 
         }
         if (col.gameObject.name == "BulletROLLER-")
         {
             col.gameObject.GetComponent<Rigidbody>().AddForce(ForceBackward, 0, 0);
             float turn = Input.GetAxis("Horizontal");
             col.gameObject.GetComponent<Rigidbody>().AddRelativeTorque(Vector3.up * TorqueNegative * turn);
         }
     }
 }

alt text

i'm sorry for the long question, i hope you can help me.

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