HELLO
I want to disable/enable entity in Space:
+ if Entity is disabl, it will not be effected by physic
+if Entity is enable, it will be effected by physic
And i dont want to use add/remove entity
How to?
Search found 12 matches
- Mon Jan 28, 2019 4:41 pm
- Forum: Questions and Help
- Topic: Disable entity
- Replies: 1
- Views: 5478
- Sat Oct 27, 2018 3:46 am
- Forum: Questions and Help
- Topic: Remove elastic when free fall
- Replies: 3
- Views: 5444
Re: Remove elastic when free fall
Thanks Norbo, i met the below problem: if i set box is free fall, i get cases: if box set bounciness is 0, land set bounciness is 0, it dont have elastic beween box and land when box collission land if box set bounciness is 1, land set bounciness is 1, it have elastic a little between box and land w...
- Fri Oct 26, 2018 10:31 am
- Forum: Questions and Help
- Topic: Remove elastic when free fall
- Replies: 3
- Views: 5444
Remove elastic when free fall
hello, i have a box entity, it free fall, but when it collision with land, position still always change a little i set bounciness = 0 for both box and land, but i think it still have elastic how to remove elastic when free fall? how to position dont change when collision land? thanks Space.ForceUpda...
- Tue Oct 23, 2018 4:55 am
- Forum: Questions and Help
- Topic: Prediction and Physics
- Replies: 8
- Views: 8674
Re: Prediction and Physics
thanks Norbo, Thread.sleep is which i only demo about loop in game. When i use Space.Update() with same time setting at client and server, i dont care about frame rate more. Client run 1 frame with 10 fps, so it simulate same with server run 1 frame with 33 fps. So move of entity can be synchronized...
- Mon Oct 22, 2018 1:09 pm
- Forum: Questions and Help
- Topic: Prediction and Physics
- Replies: 8
- Views: 8674
Re: Prediction and Physics
so if my client have not a fixed fps( because time step at Unity is not fixed, it is based process on Update function ), can i use Space.Update() for both server and client? Example: Client long number = 10; while(true) { Space.Update(); Thread.sleep(number );// if it is Unity, number is not fixed }...
- Sun Oct 21, 2018 2:22 am
- Forum: Questions and Help
- Topic: Prediction and Physics
- Replies: 8
- Views: 8674
Re: Prediction and Physics
thanks Norbo, i understand client-side prediction model. So if frame rate is 60 fps on client, frame rate is 10 fps on server if client move entity to right 1/60 second, how to server excute move Entity to right 1/60 second? it is reason server use equation: entity.Position += 1/60 second * speed, a...
- Sat Oct 20, 2018 1:41 am
- Forum: Questions and Help
- Topic: Prediction and Physics
- Replies: 8
- Views: 8674
Re: Prediction and Physics
thanks Norbo, so what will is kind of "correction"? if it is client, so cheater can move player through wall and server can't correct that move because server use bepu physic to check collsion and prevent entity move through wall. in this case server is difficult to use move player by usin...
- Fri Oct 19, 2018 10:32 am
- Forum: Questions and Help
- Topic: How to use for a 2D game?
- Replies: 2
- Views: 4136
Re: How to use for a 2D game?
i suggest you should use a 2d engine physics
- Fri Oct 19, 2018 8:09 am
- Forum: Questions and Help
- Topic: Prediction and Physics
- Replies: 8
- Views: 8674
Prediction and Physics
Hello i am doing a multi player game. Client use client prediction to move player. Client will send a message( contains: pressed time T, sequence number N ) to server after every frame if player keep input( example: right key ) Server will move entity by equation: entity.Position += pressed time T *...
- Tue Oct 16, 2018 1:59 am
- Forum: Questions and Help
- Topic: Set Orientation from other point
- Replies: 5
- Views: 5048
Re: Set Orientation from other point
hello, i maybe see the problem. Orientation is rotate entity around lines( ex: x axis, y axis, AB line, .. ) Rotate function by use AngularVelocity will rotate entity around center point. So to Rotate entity around wiff offset point, can i use entity.CollisionInformation.LocalPosition? if it is true...
- Mon Oct 15, 2018 8:32 am
- Forum: Questions and Help
- Topic: Set Orientation from other point
- Replies: 5
- Views: 5048
Re: Set Orientation from other point
Hello, thanks for help this is my code: var box = new Box(new Vector3(1, 2f, 3), 2f, 0.2f, 0.2f, 0); var position = new Vector( 0, 0, 3.1f); var t = box.Position - position; var t2 = -t; Matrix.CreateTranslation(ref t, out var tran1); var orientation = Matrix.CreateFromAxisAngle(Vector3.Backward, Ma...
- Sat Oct 13, 2018 3:55 am
- Forum: Questions and Help
- Topic: Set Orientation from other point
- Replies: 5
- Views: 5048
Set Orientation from other point
hello,
i have a box and i set orientation but it roate around center point
how to set orientation from other point(ex: first point )
var box = new Box(new Vector3(0, 2f, 3), 2f, 0.2f, 0.2f, 0);
box.Orientation = Quaternion.CreateFromAxisAngle(Vector3.Backward, (float)Math.PI / 6);
thanks
i have a box and i set orientation but it roate around center point
how to set orientation from other point(ex: first point )
var box = new Box(new Vector3(0, 2f, 3), 2f, 0.2f, 0.2f, 0);
box.Orientation = Quaternion.CreateFromAxisAngle(Vector3.Backward, (float)Math.PI / 6);
thanks