Jump to content

How to change gravity by script?


photo

Recommended Posts

47 minutes ago, bmyagkov said:

Hello!

The following method might help you address this task: https://developer.unigine.com/en/docs/2.18.1/api/library/physics/class.physics?rlang=cs#Gravity

Physics.Gravity = new vec3(10,2,-1);

Thanks!

Good morning bmyagkov,

this works, but it changes the gravity of the entire world. How can I change the gravity of individual objects? For example,

object 1 has gravity:

Physics.Gravity = new vec3(0,0,-3);

object 2 has gravity:

Physics.Gravity = new vec3(0,-10,-25);

 

Link to comment
1 hour ago, Sevdat said:

this works, but it changes the gravity of the entire world. How can I change the gravity of individual objects? For example,

There is no way to set a gravity value per object but you can disable it using body.Gravity = false and apply forces in your own way specifically through this method.

Thanks!

  • Like 1
Link to comment
Posted (edited)
1 hour ago, bmyagkov said:

There is no way to set a gravity value per object but you can disable it using body.Gravity = false and apply forces in your own way specifically through this method.

Thanks!

Good day bmyagkov,

The addforce method works, but I have a question about disabling gravity:

	ObjectMeshDynamic clone;

    public ObjectMeshDynamic createSphere(float radius,vec3 position,int i){
        ObjectMeshDynamic sphere = Primitives.CreateSphere(radius, 9, 32);
        sphere.TriggerInteractionEnabled = true;
        sphere.SetIntersection(true, 0);
        sphere.SetIntersectionMask(1, 0);
        sphere.SetCollision(true,0);
        sphere.SetCollisionMask(1, 0);
        sphere.WorldPosition = position;
        sphere.Name = $"{i}";
        BodyRigid bodySphere = new BodyRigid(sphere);
        new ShapeSphere(bodySphere, 2);
        bodySphere.ShapeBased = false;
        bodySphere.Mass = 1f;
        return sphere;
    }

    private void Init(){
        Visualizer.Enabled = true;
        Unigine.Console.Onscreen = true;
        Physics.ShowShapes = Physics.SHOW_TYPE.SOLID;
        clone = createSphere(1f,new vec3(1,1,60),1);
		clone.BodyRigid.Gravity = false;
    }
	private void UpdatePhysics(){
		clone.BodyRigid.AddForce(new vec3(0,0,-9.81f));
	}

I noticed that there is 2 ways of disabling gravity:

1)

clone.BodyRigid.Gravity = false;

2)

clone.Body.Gravity = false;

Which method would be the correct approach of disabling gravity?

Edited by Sevdat
Link to comment
32 minutes ago, Sevdat said:

Which method would be the correct approach of disabling gravity?

Any of them. this is the same method. Rigidbody just inherits it from Body class

  • Like 2
Link to comment
×
×
  • Create New...