Physics Design Component
circuitbone opened this issue · comments
circuitbone commented
• Using the same code and structures that launch the ball in the game, we deploy them to shoot models / obstacles etc into the play zone during the creation and editing of the maps.
- Spraying objects with physics speeds up the process
- improves speed of design layout process
- improves layouts with more dynamic combinations that a human might create with bias.
circuitbone commented
Example
Rough Unit :
- Physics Design Collision Shape : Cylinder
- Cylinder flies abnormally in space, never flips, always lands right way up ( constrict Y )
- Physics material : 0,0,0 ( no bounce or slide when hits surface )
- Cylinder instantiates grass shader or object in this space.
- Cylinder is clickable and can be scaled and re positioned.
- Cylinder only exists in the editor side.
- Cylinders push away from each others centre points if they within half size of each other.
circuitbone commented
Example
Boulder Unit :
- Physics Design Collision Shape : spherical
- sphere flies with no constrictions
- Random range scale is fired.
- Physics material : 0.5 , 0.5 , 0.5 ( bounce, slide and roll when hits surface )
- sphere instantiates boulder in this space.
- sphere is clickable and can be scaled and re positioned.
- sphere only exists in the editor side.
- sphere push away from each others centre points if they within half size of each other.
circuitbone commented
circuitbone commented