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Hover Physics in Unity3D

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This is my reupload of last night's video (which was missing some of the video, but has since been corrected). In this video I briefly cover some options for emulating hover physics in Unity3D, then dive into my own implementation for hovercraft physics. One assumption I make is that there is some familiarity with Unity3D, so if you aren't sure of the basic setup, I'll explain some of that here in the comments. Basically, I set up a hover trucks, and each has a rigidbody, the model, and a capsule collider attached. The truck is a parent object, and attached to each truck is 5 child objects: 1 with a script to take the input, to either move forward or turn, and 4 other “spring“ objects that have the raycast scripting you see in the video. This video had so much I couldn't figure out how I wanted to break it down, so if you'd like to see that explanation video, please let me know. I plan on making more of a math oriented video next, but let me know what you think. H

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