Hello,
To give you some context : I want the player to throw a sphere (aim mode etc). So at the beginning I instanciate it as a child of an anchor of the player. And then, when the player want to throw the sphere I want to add the additional components to integrate it to the physic (dynamic with linear interpolation) and give it some velocity. Of course if it can be done otherwise it's fine too. But trying to disable the simulation by removing the world index was a failure on my side.
How do you do that properly?
Thanks !
#How do I properly add physic to an entity at runtime ?
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But trying to disable the simulation by removing the world index was a failure on my side.
what went wrong with this because i'd say it's not too uncommon a way to handle it
My unity just crash, but it was at the very least behaving like there was no parent. But I could have just done it wrong too.
I just checked again and like I remembered, modifying the local transform won't do anything, and the parent origin was taken into account even when touching nothing in the editor (just letting the transforms system do their things).
Anyway if you say that's the common way to do so I'll check more, thanks !
i'm not really sure what removing physic world index and local transform have in common
Yeah same here, I'll try with a reduced usecase after eating/sleeping I guess !
Okay so just to tell, if I don't ask for a smoothing, then the transform is right. So it's probably because of the 2 Graphical components.
ah yeah that makes sense
Well in the end it looks like I can manually add the smoothing with no real troubles.
So removing the indexworld is ok.
And in fact, adding the components is far less complex than I though with the code I saw :
https://forum.unity.com/threads/create-a-runtime-entity-with-physic-body.1479345/
I fell like I'll use both of the approach because I also need an authoring which doesn't allow to tweak the physic settings of the entity.
Well that's it for this ^^
Thanks