I’m definitely a newbie to physics, so I’m curious about a few things.
Does the Unity physics engine support collision detection and calculations in a following example?
Example 1:
A tank fires its cannon at another tank. The shell hits the other tank. Can Unity calculate if the shell should bounce off the tank based on the angle and thickness of the armor. Is there a way to detect how “thick” the shell’s flight path would be through the armor at its current angle? That is, if it hits at 90 degrees, the thickness of the armor between entry point and exit point would not be as thick as if it hit at 45 degrees.
Example 2:
An arrow is shot at a bale of hay. Can Unity determine if the arrow has enough power to penetrate partially or completely through the bale of hay? And can the bale of hay slow the arrow down along its path until it either stops or completely exits the target?
Example 3:
Like in example 2, if a plate of metal armor were placed in front of the hay, does Unity support instant calculations whether an object should penetrate a collider or bounce off depending on the force?
Example 4:
There is a knight in armor. The armor has a physics collider. Surrounding this knight, there is a trigger collider that extends about 10 feet in every direction. Is there a way for this trigger collider to detect any arrow or weapon that enters it, compare values assigned to it (penetration power, velocity, etc.) to values assigned to the armor (penetration resistance, etc.), then, if applicable, to tell the armor collider to ignore that specific object?
Question:
Is it possible for a rigidbody to partially penetrate another rigidbody on purpose? Or even get one stuck into another deliberately without relying on bugs and glitches?
Yes, many questions. I’m just trying to find the best way to think about things. If there are such possibilities, any explanation or examples how to accomplish them would be greatly appreciated.
Thank you very much!!!
Ps. For Example 2, I achieved the slowing of the arrow by using a trigger as the target and a rigidbody on the arrow.
For Example 4, I know how to create exceptions for collisions ahead of time by writing them in scripts. But I do not know how to script for any given exception on the fly.