Very helpful and straight to the point! Is there some kind of settings to set the "static to dynamic" (or viceversa) threshold or is automatically handled by the engine? I feel like that the static friction value is still used when the object is moving veeeeeeeery slowly.
i once tried to use physics material trying to reproduce bullet ricochet but it didn't felt right as bounciness made the bullet bounce back on straight wall instead of stopping the bullet, do you have an advice to reproduce bullet physics with physics tools provided by unity? (if it is possible with unity physic)
The moment LlamAcademy flexed his biceps, I knew it was over for me
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Why did i find this channel so late, all videos are great, specially the procedural animation one 😍
Thank you 🙏 glad you found me!
Great explanation for a sometimes quite underused but really useful basic feature!
love these mini guides they help me alot. who me? yeeeees me!
YEEEEEES YOU!
Thank you 💯👍🏻
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This is very helpful. Can you please make a video about collider layer override priority and how to use them.
Good idea, thanks
Amazing thank you !
Very helpful and straight to the point! Is there some kind of settings to set the "static to dynamic" (or viceversa) threshold or is automatically handled by the engine? I feel like that the static friction value is still used when the object is moving veeeeeeeery slowly.
Maybe in "Project Settings > Physics > Sleep Threshold"
Static is used for that transition. If the object is determined to not be moving, it'll use the static, otherwise it'll use the dynamic!
i once tried to use physics material trying to reproduce bullet ricochet but it didn't felt right as bounciness made the bullet bounce back on straight wall instead of stopping the bullet, do you have an advice to reproduce bullet physics with physics tools provided by unity? (if it is possible with unity physic)
It should calculate the bounce based on the direction of the object and the force applied
nice
Thanks 😊
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