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Physics, Rigidbody Simulation in
Unity3D
Syed Haroon Alam
Pre Requisite:
Basic understanding of game development,
unity3d and scripting language
Introduction
• Physics in Game Development: Involves the laws
of physics into a game engine for the purpose of making
effects more real to the observer
• Game Physics in Unity3D: Built in physics library and
components to produce results in real-time that replicate
real world physics
Physics engines used in unity:
• NVIDIA PhysX Physics engine - 3D game development
• Box2D physics system - 2D game development
Components
Built in physics components include:
• Colliders
• RigidBodies
• Joints
• Physics materials
Colliders
• Colliders are used to define the collision shape of
objects in your scene
• Unity primitive colliders: Box, Sphere and Capsule
• Mesh Collider can be used for complex meshes
• Wheel Collider component for vehicles
• Terrain Collider component for terrains.
• A concave polygon always have an interior angle
with a measure that is greater than 180 degrees
• A convex polygon has internal angle is less than
or equal to 180 degrees. Every line segment
between two vertices remains inside or on the
boundary of the polygon.
Trigger Colliders
• Colliders can be used as a Trigger by setting
the Is Trigger property to true
• Not participate in collision simulations
• Fire OnTriggerEnter, OnTriggerStay, and
OnTriggerExit events
Rigidbodies
• Used For objects to act under the influence of
Physics.
• Forces and torques to the Rigidbody component
can be applied from scripts
• Requires a Collider component to be present on
the GameObject for correct Physics simulation
• Can be Physics controlled or Kinematic controlled
Rigidbodies
Collision Detection
• Discrete:
- Uses Discreet collision detection against all other colliders in the scene.
- Skips detection when an object is on one side of a collider in one frame, and
already passed the collider in the next frame
• Continuous:
- Uses Continuous Collision Detection against colliders with no rigidbody
- Uses CCD against rigidbodies set to Continuous Dynamic
- User Discrete collision detection for all other colliders
• Continuous Dynamic:
- Uses CCD on rigidbodies that are either set to Continuous or Continuous
Dynamic and colliders with no rigidbody
- Use only for fast moving objects
- User Discrete collision detection for all other colliders
Continuous vs Discrete collisions
Frame - 1 Frame - 2 Frame - 3
Using continuous and continuous dynamic
Moving rigidbodies
• If isKinematic is enabled, the object will not be driven by
the physics engine, and can only be manipulated by its
Transform
• FixedUpdate() should be used instead of Update() when
dealing with Rigidbody
• rigidbody.MovePosition
• rigidbody.AddForce
• rigidbody.AddTorque
Rigidbody Colliders
• Colliders that also have a Rigidbody will react
to collisions
• Contains information about contact points,
impact velocity, rigidbody and collider
• Fire OnCollisionEnter(), OnCollisionStay(), and
OnCollisionExit() events
Physics Material
• Reaction of physically controlled objects on
each other.
• Used to get desired physical behavior on
collisions
• Unity provides a few default Physic Materials
Directional Friction
Character Controller
• Used on characters i.e for third-person or first-person
player control
• Does not require a Rigidbody
• Does not react to forces on its own and it does not
automatically push Rigidbodies away
• Character Controller colliding with non-static Rigidbodies
must be done via script
• Events: OnControllerColliderHit()
Joints
• Joint is a constraint that is defined between
two Rigidbodies
• Hinge Joint
• Spring Joint
• Fixed Joint
• Configurable Joint
Joints
• To constrain one Rigidbody to another along a
particular axis
• Spring Joint can be used to create an invisible spring
that tries to keep two rigid bodies together.
• Fixed Joint can be used to keep two Rigidbody objects
together at a constant distance and orientation.
• Configurable Joint allows you to create complex joint
configuration
Raycasting
• Shooting ray from specific direction
• Use to check if collision is detected
Example Project
Upcoming Lectures
• Wheel Colliders and Car Racing example game
• Particle Systems
• Rag dolls and Cloth Simulation
Assignment for next lecture – Make simple pool game
Famous Physics based mobile games
Paper Toss Angry Birds
Cut the Rope
Thank You
Please feel free to drop me note at:
syedharoonalam@gmail.com

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Haroon alam

  • 1. Physics, Rigidbody Simulation in Unity3D Syed Haroon Alam Pre Requisite: Basic understanding of game development, unity3d and scripting language
  • 2. Introduction • Physics in Game Development: Involves the laws of physics into a game engine for the purpose of making effects more real to the observer • Game Physics in Unity3D: Built in physics library and components to produce results in real-time that replicate real world physics Physics engines used in unity: • NVIDIA PhysX Physics engine - 3D game development • Box2D physics system - 2D game development
  • 3. Components Built in physics components include: • Colliders • RigidBodies • Joints • Physics materials
  • 4. Colliders • Colliders are used to define the collision shape of objects in your scene • Unity primitive colliders: Box, Sphere and Capsule • Mesh Collider can be used for complex meshes • Wheel Collider component for vehicles • Terrain Collider component for terrains.
  • 5. • A concave polygon always have an interior angle with a measure that is greater than 180 degrees • A convex polygon has internal angle is less than or equal to 180 degrees. Every line segment between two vertices remains inside or on the boundary of the polygon.
  • 6. Trigger Colliders • Colliders can be used as a Trigger by setting the Is Trigger property to true • Not participate in collision simulations • Fire OnTriggerEnter, OnTriggerStay, and OnTriggerExit events
  • 7. Rigidbodies • Used For objects to act under the influence of Physics. • Forces and torques to the Rigidbody component can be applied from scripts • Requires a Collider component to be present on the GameObject for correct Physics simulation • Can be Physics controlled or Kinematic controlled
  • 8. Rigidbodies Collision Detection • Discrete: - Uses Discreet collision detection against all other colliders in the scene. - Skips detection when an object is on one side of a collider in one frame, and already passed the collider in the next frame • Continuous: - Uses Continuous Collision Detection against colliders with no rigidbody - Uses CCD against rigidbodies set to Continuous Dynamic - User Discrete collision detection for all other colliders • Continuous Dynamic: - Uses CCD on rigidbodies that are either set to Continuous or Continuous Dynamic and colliders with no rigidbody - Use only for fast moving objects - User Discrete collision detection for all other colliders
  • 9. Continuous vs Discrete collisions Frame - 1 Frame - 2 Frame - 3
  • 10. Using continuous and continuous dynamic
  • 11. Moving rigidbodies • If isKinematic is enabled, the object will not be driven by the physics engine, and can only be manipulated by its Transform • FixedUpdate() should be used instead of Update() when dealing with Rigidbody • rigidbody.MovePosition • rigidbody.AddForce • rigidbody.AddTorque
  • 12. Rigidbody Colliders • Colliders that also have a Rigidbody will react to collisions • Contains information about contact points, impact velocity, rigidbody and collider • Fire OnCollisionEnter(), OnCollisionStay(), and OnCollisionExit() events
  • 13. Physics Material • Reaction of physically controlled objects on each other. • Used to get desired physical behavior on collisions • Unity provides a few default Physic Materials
  • 15. Character Controller • Used on characters i.e for third-person or first-person player control • Does not require a Rigidbody • Does not react to forces on its own and it does not automatically push Rigidbodies away • Character Controller colliding with non-static Rigidbodies must be done via script • Events: OnControllerColliderHit()
  • 16. Joints • Joint is a constraint that is defined between two Rigidbodies • Hinge Joint • Spring Joint • Fixed Joint • Configurable Joint
  • 17. Joints • To constrain one Rigidbody to another along a particular axis • Spring Joint can be used to create an invisible spring that tries to keep two rigid bodies together. • Fixed Joint can be used to keep two Rigidbody objects together at a constant distance and orientation. • Configurable Joint allows you to create complex joint configuration
  • 18. Raycasting • Shooting ray from specific direction • Use to check if collision is detected
  • 20. Upcoming Lectures • Wheel Colliders and Car Racing example game • Particle Systems • Rag dolls and Cloth Simulation
  • 21. Assignment for next lecture – Make simple pool game
  • 22. Famous Physics based mobile games Paper Toss Angry Birds Cut the Rope
  • 23. Thank You Please feel free to drop me note at: syedharoonalam@gmail.com