Any plans to expose exact force and torque added during collisions

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SUMMARY

The discussion centers on the limitations of Unity's collision detection system, specifically regarding the lack of detailed information on force and torque applied during collisions. Users highlight that while "Collision.relativeVelocity" and "Collision.impulse" provide some data, they do not accurately represent the forces at play, particularly the torque involved. The need for exposing combined force and torque data from each contact point is emphasized, as this would enhance the accuracy of custom physical joints and damage calculations within Unity.

PREREQUISITES
  • Understanding of Unity's physics engine and collision detection mechanisms
  • Familiarity with the concepts of force and torque in physics
  • Knowledge of how to implement custom physical joints in Unity
  • Experience with game development and object-oriented programming
NEXT STEPS
  • Research how to calculate and apply force and torque in Unity physics
  • Explore Unity's documentation on collision events and impulse calculations
  • Investigate potential workarounds for obtaining detailed collision data in Unity
  • Learn about advanced physics engines that may offer more detailed collision information
USEFUL FOR

Game developers, physics programmers, and anyone working with Unity who seeks to enhance collision accuracy and improve the realism of physical interactions in their projects.

blackdoom
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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.
 
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blackdoom said:
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.
Welcome to the PF. :smile:

Your post is a little hard for me to parse. What is "unity" in this context? Is it an object oriented game/physics engine programming language? Can you give some examples (diagrams/pictures and code) of the kinds of collisions you are asking about?
 
I'm curious about your use of the word "expose." This seems to imply that the information is known but hidden. In truth, most collisions are poorly described; they depend upon the minute details of the contacting surfaces, and every impact modifies that surface geometry to some extent so they cannot be exactly repeated.

What exactly are you asking for?
 
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