#at the top of its jump the ball s y

1 messages · Page 1 of 1 (latest)

hallow fiber
#

Update:

  • Using vf^2 = vi^2 + 2*a*d, I was able to calculate the velocity I want the ball to start jumping at. However...
  • ForceMode2D does not seem to have a VelocityChange mode (this appears to be exclusive to ForceMode3D), so I directly changed the ball's velocity instead.
    A couple questions:
    1.) The ball will now ALMOST jump 3 diameters high, but not quite by, like, one-fourth of a diameter. What is causing this?
    2.) Does my solution seem like a good one, or should I look for a more elegant solution?
subtle cairn
#

probably it's not jumping quite high enough because your rigidbody has some drag

#

the equations assume no drag

#

if you want to solve it with drag, the force applied by the drag is -velocity * drag, so the acceleration is -velocity * drag / mass, but that's applied continuously over the course of the jump

#

solving the actual height that it arrives at requires some calculus (really it is a differential equation). I don't think there is a way to do it with just algebra (though I'm a bit braindead right now, so I may be overestimating it)

subtle cairn
#

If you're making a physics based game, this is probably the best way to go about it

#

but if you're making something where you want the ball to move in a more precise way (like you would in a platformer), making the rigidbody kinematic and actually taking control of all of its movement might give better results