Fresh from off a camping vacation to Oregon, I decided the stack should turn physical (as opposed to animated) when it falls off the map. All the different ways it could possibly fall would be too time-consuming to animate by hand. So! As soon as the player presses the button, the stack already knows if it is going to fall or not. All that was necessary was to stick a rigidBody on the collider, enable it, and add some torque at the right moment. There is still a hitch at the moment it switches from kinematic to physical though, no matter how much I play around with physics materials, torques, masses and gravity. Maybe someday I'll make the stack's regular motion physics-based too, just to get rid of that hitch. Looks okay here though...
Fresh from off a camping vacation to Oregon, I decided the stack should turn physical (as opposed to animated) when it falls off the map. All the different ways it could possibly fall would be too time-consuming to animate by hand. So! As soon as the player presses the button, the stack already knows if it is going to fall or not. All that was necessary was to stick a rigidBody on the collider, enable it, and add some torque at the right moment. There is still a hitch at the moment it switches from kinematic to physical though, no matter how much I play around with physics materials, torques, masses and gravity. Maybe someday I'll make the stack's regular motion physics-based too, just to get rid of that hitch. Looks okay here though...

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