the "still more exciting than monaco grand prix" grand prix was not what I was expecting to come across when I clicked on this video, but I appreciated it :)
I'm very confused. I have a pool game and after I start my ball rolling, 1) it quickly slows down as it switches from sliding to rolling (rolling absorbs 30% of the energy) and 2) then it does NOT stop or slow down from dynamic friction (nor angular drag), no matter what I set it at (during the actually rolling). I don't see your balls have the slow down effect, so I wonder if your balls are skidding the entire way, which would explain those results. But you haven't said you've done anything to prevent rotation nor said if your force applies rotation from the start. The Unity manual suggests (but isn't totally clear) that dynamic friction is for objects in motion that are sliding against each other. If your balls are sliding, that would explain everything. But are they? And if yours are sliding, how do I actually specify rolling resistance (friction), because I must have rolling balls and I need to apply a force to slow them to a stop. Right now, only 'drag' works, but that's said to be air resistance, not a frictional force. I'm using Unity 2019.4 and have no reason to thing this has changed between my version and yours.
@@bro_mayo5413 I've since figured out what I needed to make my pool balls work pretty well. But I had to get much more sophisticated. It's been quite a while since I did all of that and I no longer remember any of the details. I remember only a few highlights: I did a dynamic interaction with code to modify the Unity parameters during motion, as well as modifying the basic project setting of how to model friction -- I needed a more advanced friction project setting which requires more computation, but gives more accuracy. What you need to do depends on how realistic you need the motion to be. I wanted a very accurate simulation of pool balls but without taking over the complete job of doing all the physics. It's much easier if your needs are less demanding.
Helpful visualization - It would be great to address the tail end of the ball's movement. After they all bounce there is an extended period of time where they coast at a very slow speed right before stopping. this looks unnatural compared to the rate at which they slow for the first 95% of their speed. Would this be adding some sort of ambient atmospheric resistance / air resistance essentially?
Yeah this was an issue I ran into when making my game. I found this post: answers.unity.com/questions/1101806/spherical-rigid-body-will-never-stop-rolling-regar.html which simulates drag and worked perfectly for me :)
"its still more exciting than the monaco grand prix" wow thats great
the "still more exciting than monaco grand prix" grand prix was not what I was expecting to come across when I clicked on this video, but I appreciated it :)
I can’t believe this isn’t more popular it’s pretty useful
Great vid. Exactly what I needed right now.
Unbelievable tutorial!
I always thought there was only one collider that needed this material.The result requires a pair of!
Damn right about the Monaco Grand Prix haha. Can’t believe they’re keeping it till 2025!
Thank you so much!
I'm very confused. I have a pool game and after I start my ball rolling, 1) it quickly slows down as it switches from sliding to rolling (rolling absorbs 30% of the energy) and 2) then it does NOT stop or slow down from dynamic friction (nor angular drag), no matter what I set it at (during the actually rolling).
I don't see your balls have the slow down effect, so I wonder if your balls are skidding the entire way, which would explain those results. But you haven't said you've done anything to prevent rotation nor said if your force applies rotation from the start.
The Unity manual suggests (but isn't totally clear) that dynamic friction is for objects in motion that are sliding against each other. If your balls are sliding, that would explain everything. But are they?
And if yours are sliding, how do I actually specify rolling resistance (friction), because I must have rolling balls and I need to apply a force to slow them to a stop. Right now, only 'drag' works, but that's said to be air resistance, not a frictional force.
I'm using Unity 2019.4 and have no reason to thing this has changed between my version and yours.
Same
@@bro_mayo5413 I've since figured out what I needed to make my pool balls work pretty well. But I had to get much more sophisticated. It's been quite a while since I did all of that and I no longer remember any of the details. I remember only a few highlights: I did a dynamic interaction with code to modify the Unity parameters during motion, as well as modifying the basic project setting of how to model friction -- I needed a more advanced friction project setting which requires more computation, but gives more accuracy. What you need to do depends on how realistic you need the motion to be. I wanted a very accurate simulation of pool balls but without taking over the complete job of doing all the physics. It's much easier if your needs are less demanding.
Helpful visualization - It would be great to address the tail end of the ball's movement. After they all bounce there is an extended period of time where they coast at a very slow speed right before stopping. this looks unnatural compared to the rate at which they slow for the first 95% of their speed.
Would this be adding some sort of ambient atmospheric resistance / air resistance essentially?
Yeah this was an issue I ran into when making my game. I found this post: answers.unity.com/questions/1101806/spherical-rigid-body-will-never-stop-rolling-regar.html which simulates drag and worked perfectly for me :)
Thanks