- #1
blackdoom
- 1
- 0
This has been a huge limitation for me since picking up unity. So there's "Collision.relativeVelocity" which doesn't even represent a before/after change. There's "Collision.impulse" which gives some kind of averaged force. But collisions add force at points resulting in both force and torque impulses being applied to the object. So what does an average "impulse" even mean realistically? Are they just cutting out the torque and not including it arbitrarily?
It seems to me the obvious and most useful information would be the combined force/torque added from each contact point to each of the objects in the collision. I'm currently working on custom physical joints and they work smoothly and beautifully but for the fact I can't accurately account for collision forces immediately.
Are there any plans to expose this information? Even for tasks like calculating damage (which do okay using the current information) it would be more accurate and consistent.
It seems to me the obvious and most useful information would be the combined force/torque added from each contact point to each of the objects in the collision. I'm currently working on custom physical joints and they work smoothly and beautifully but for the fact I can't accurately account for collision forces immediately.
Are there any plans to expose this information? Even for tasks like calculating damage (which do okay using the current information) it would be more accurate and consistent.