Updating physics on object in

17 May

Working with animations is easy in Unity, and so is working with physics.However when you combine those two, things can go haywire.You can also apply your own forces and impulses to a body.After Scene Kit completes these calculations, it updates the positions and orientations of the node objects before rendering the frame.Same thing for a display refresh rate of 75HZ instead of 60HZ or even the case where VSYNC is turned off on a fast computer: But there is a huge problem with this approach which I will now explain.The problem is that the behavior of your physics simulation depends on the delta time you pass in. It’s much more realistic to say that your simulation is well behaved only if delta time is less than or equal to some maximum value.This is perfectly fine, and gives us smooth visual results.However, because the time in physics world is different, objects updated in the regular update loop appear to move erratically in the physics world.

I was maintaining these in a document on my PC and decided I may as well store them publicly so other people can benefit from what I have learned: Non-kinematic rigid bodies will ignore the hierarchy.Negative scale makes no sense with physics so don’t.Set the scale of the Game Object to 1,1,1 and use the properties of the collider to set its size and position.A body can be assigned to as many of these categories as you want.In addition to declaring its own categories, a physics body also declares which categories of bodies it interacts with. On each pass through this loop, Scene Kit determines the state of all nodes with attached physics bodies, and simulates the effects of physics on those bodies for one time step—for example, by updating the position or rotation of a body based on its velocity and angular velocity.