• 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 Jdogmaster · Jul 12, 2018 at 08:13 PM · physicsgravitymassrateshrinking

shrinking according to mass

so this script shrinks an at a constant rate depending on mass. so when an object enters the trigger collider, if it has more mass than this object, then this object will beguin shrinking at a rate depending on how much mass it has. but i want the rate of shrinking dependent on the difference in mass between the two objects. so if i have one object with a mass of 100 and the other with a mass of 99. the one with a mass of 99 will shrink slowly at first and speed up the smaller it gets. then say an object has a mass of 1000 and the other has a mass of 99, the object with the mass of 99 will shrink very fast . how can i do this? here is the script.

 private Rigidbody rb;
 private float originalMass;
 private Vector3 originalScale;
 private float counter;
 public float timeToShrink;
 private Vector3 someVector;
 private bool hasEntered;
 float shrinkFactor;
 



  void Start()
 {
     rb = GetComponent<Rigidbody>();
     originalMass = rb.mass;
     originalScale = transform.localScale;
   
   


 }


 void ShrinkBabyShrink(float shrinkFactor, Vector3 targetScale, float targetMass)
 {
     Vector3 newScale = Vector3.Lerp(originalScale, targetScale, shrinkFactor);
     float newMass = Mathf.Lerp(originalMass, targetMass, shrinkFactor);

     transform.localScale = newScale;
     rb.mass = newMass;
 }
 void Update()
 {
     
     if (hasEntered && shrinkFactor <= 1)
     {
         counter += Time.deltaTime;
         float shrinkFactor = counter / (timeToShrink * originalMass);
         ShrinkBabyShrink(shrinkFactor, someVector, 3);
     }
 }

 void OnTriggerEnter(Collider other)
 {
     if (rb.mass < other.GetComponent<Rigidbody>().mass) 
     {
         hasEntered = true;

     }
 }
 private void OnTriggerExit(Collider other)
 {
     hasEntered = false;
 }

}

Comment
Add comment
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

0 Replies

· Add your reply
  • Sort: 

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

The best place to ask and answer questions about development with Unity.

To help users navigate the site we have posted a site navigation guide.

If you are a new user to Unity Answers, check out our FAQ for more information.

Make sure to check out our Knowledge Base for commonly asked Unity questions.

If you are a moderator, see our Moderator Guidelines page.

We are making improvements to UA, see the list of changes.



Follow this Question

Answers Answers and Comments

152 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 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 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 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

shrinking mass and scale 1 Answer

What's the Rigidbody's gravity unit? 1 Answer

Simulate gravity on rigidbody 1 Answer

3D model gets stuck inside of cube 0 Answers

Precise Collision Detection 0 Answers

  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges