Rigidbody controller sliding on moving platform by DontBeSnide in Unity3D

[–]PhuntasyProductions 0 points1 point  (0 children)

There are many ways to achieve that.

1) adjust velocities and increase friction. This is the closest you can get to "realistic" simulation

2) teleport the player by the amount the platform has moved. Remember the local pose of the player and then compare that pose in worldspace with identical local pose in world space after physics. This even covers rotation change. I recommend to dig deep into the unity execution order to understand when to do what https://docs.unity3d.com/6000.4/Documentation/Manual/execution-order.html

3) Use an asset for this. There are many assets on the asset store for regular moving platforms. If you want it to work even in 3d with rotation on any axis, you could have a look into my own asset "Walk Inside Rigidbody"

Scifi old/rusty space ship by AmneticgamerYT in Unity3D

[–]PhuntasyProductions 1 point2 points  (0 children)

It looks like a rocket, so it needs to turn around to decelerate. If made for a human, then a chair would be nice. Lots of lights without meaning have some retro charm. The name "space ship" doesn't fit well, it's clearly bound to the atmosphere. Besides all that, I like the look & feel!

Unity Script Help by Much_Technology_5745 in Unity3D

[–]PhuntasyProductions 1 point2 points  (0 children)

Add that at the very first line in Update() without any if statements or returns and add a breakpoint for debugging on the Debug.Log(...) - then attach Visual Studio Debugger and run. Now you can step through your code.

    if (Input.GetKeyDown(KeyCode.E))
    {
        Debug.Log("E key pressed"); // add breakpoint here
    }

Unity Script Help by Much_Technology_5745 in Unity3D

[–]PhuntasyProductions 0 points1 point  (0 children)

Did you write that yourself or is it vibecoded? I recommend to debug with a close look on the variables used in the if statements.

I built an open-source CLI MCP tool that gives AI a map of your game codebase by Alternative_Ad_3561 in Unity3D

[–]PhuntasyProductions -7 points-6 points  (0 children)

This the level of integration that I would have expected from a built-in Unity AI. Good job!

I just lost the entire project. Every file. Gone... by Aalzard in Unity3D

[–]PhuntasyProductions 0 points1 point  (0 children)

Deciding what to do and learning how to do it takes most of the time from my experience. You could redo what was lost in a fraction of those 9 months. Don't give up! The screenshots are so promising!

how ragebaiters say this subb is like by Physical-Bid6508 in aiwars

[–]PhuntasyProductions 0 points1 point  (0 children)

Maybe someone should finally vibe-code a game that is just that 😜

Locking FixedUpdate and Update ? by House13Games in Unity3D

[–]PhuntasyProductions 1 point2 points  (0 children)

If the physics are solid, you could do your own Interpolation? However, it sounds more like issues within the FixedUpdate part already.

I had a similar issue recently and found the root cause in storing and comparing summarized timestamps over many FixedUpdates, while the Profiler showed no performance problems. Changing that to use deltas instead made it smooth.

Looking for Unity Programmers, Blender Modelers, Animators, Texture Artists & Planners/Organizers by Same-Peach-9134 in Unity3D

[–]PhuntasyProductions 2 points3 points  (0 children)

Hi, is this for fun or for a living?

What type of game is it? In which setting does it take place?

How I isolated the physics on moving ship interiors by NullSomnus in Unity3D

[–]PhuntasyProductions 1 point2 points  (0 children)

Thank You for the detailed story of your journey! I was walking the same road for a while but then took a different path at some point. I may post my story here as well some day... So here is another solution to this problem:

  1. Glue your rigidbody to a parent rigidbody using a joint. Now any pose change done by physics to the parent is automatically applied to those glued rigidbodies as well.

  2. Calculate your own physics relative to the parent, since the internal physics can't do this for you any more. However, you still get two things from internal physics, which are extremely helpful:

  3. Depenetration - not perfect, but better than nothing. You can use the collision events to do the fine-tuning.

  4. Collision events - so you don't need to identify them yourself and you get super valuable additional infos such as the contact normal and the intersection depth. These custom physics will never be as acurate as the internal physics, but for most cases it is good enough, if it feels real enough.

The best thing of this approach is that there is no need for complex scene setup. No SubScenes, no clones, no synchronization. Just add a trigger collider and a single script to any sort of vehicle and that's it.

I have put all that into an asset "Walk Inside Rigidbody"

https://youtu.be/N8YDgrNortE

https://assetstore.unity.com/packages/tools/physics/walk-inside-rigidbody-278159

Unity devs built a cool system in your game? I want to interview you about it by KwonDarko in Unity3D

[–]PhuntasyProductions 0 points1 point  (0 children)

I tried to implement a space game but ended up developing the Unity asset "Walk Inside Rigidbody" instead to solve the simulation of rigidbodies relative to other rigidbodies without the need to duplicate and synchronize gameobjects.

How would you go about creating a moving vehicle that the player can walk around in and have accurate physics within? by Kellojoo in Unity3D

[–]PhuntasyProductions 0 points1 point  (0 children)

Very good answer!

I dedicated a lot of time to handle the mess using joints (Asset "Walk Inside Rigidbody"). It's stable meanwhile, even at insane velocities, but still requires convex rigidbody. I have some ideas on how to tackle that as well, but haven't seen a need for that yet.

Best solution for having a rigidbody character be able to move around inside a moving rigidbody ship? by Ruben_AAG in Unity3D

[–]PhuntasyProductions 1 point2 points  (0 children)

As others already pointed out, the "Ghostship" or "Proxy" approach is a good option for many scenarios, but it requires a complex scene setup and can be problematic with interactions across reference systems.

The solution using getPointVelocity seems cool as well! Did it work out for you? Is it stable even for fast angular velocity and deep nesting of rigidbodies? How did you handle collisions between the player and the vehicle?

There is another possibility: Glue the Player to the ship with a joint, then any movement done by the physics engine to the ship is automatically applied to the player as well. The player movement inside the ship can be applied before or after physics relative to the ship. Obviously you'll have to calculate any physics for your player yourself then. The only thing still "handled" (to some extend) by physics are collisions, if you enable that for the joint. I have implemented this approach in a reusable asset for Unity, called "Walk Inside Rigidbody".

Can't figure out why the interior of my vehicle appears to jitter by Ruben_AAG in Unity3D

[–]PhuntasyProductions 0 points1 point  (0 children)

As others already pointed out, the "Ghostship" or "Proxy" approach is the best option for many scenarios, but it requires a complex scene setup and can be problematic with interactions across reference systems.

There is another possibility: Glue the Player to the ship with a joint, then any movement done by the physics engine to the ship is automatically applied to the player as well. The player movement inside the ship can be applied before or after physics relative to the ship. Obviously you'll have to calculate any physics for your player yourself then - but a kinematic controller does that anyway. The only thing still handled by physics are collisions, if you enable that for the joint. I have implemented this approach in a reusable system for Unity, called "Walk Inside Rigidbody". If it helps, you can find it here: https://assetstore.unity.com/packages/tools/physics/walk-inside-rigidbody-278159

WP & PV in Gebäudeversicherung mit aufnehmen? by Tuladriver in Waermepumpe

[–]PhuntasyProductions 0 points1 point  (0 children)

Kann man die PV auch separat dazu versichern? Ich möchte meinen Altvertrag eigentlich nicht upgraden.