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Dynamic vs Kinematic Unity Rigidbody 2D Platformer Physics Explained 

Chris' Tutorials
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26 сен 2024

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Комментарии : 12   
@gamedevshrish7602
@gamedevshrish7602 2 года назад
Wow, that is a very unique way of coding, using all those animation states. I saw a brief tutorial about it at one point, but seeing it like this is very uncommon.
@FickleSwimming
@FickleSwimming 3 года назад
Awesome tutorial! Very thorough and well explained :)
@projectRaMan
@projectRaMan 3 года назад
I haven't used Unity in about a decade and am coming from GameMaker to start learning C#. I'm writing this only after ~10 minutes of a brief explanation. But, if physics in Unity is anything like Box2D physics in GameMaker, Kinematic seems to be good for things like slopes. Default physics in GameMaker would make the instance slide down a slope when you want the instance to stop. You have to add constant force opposite gravity to keep the instance from moving. Also, going down a slope is actually falling down the slope and not moving down. If those issue exists with Unity, I'd imagine Kinematic would be better suited. Also, coyote time.
@MalushJ
@MalushJ 2 года назад
Unity uses the Box2D engine for its 2D Physics engine.
@niuage
@niuage 3 года назад
Thanks. Just a quick question, where is `PAP` coming from? (PAP.xMove is just a string, almost like constant, to work with the animator, isnt it?) edit: Actually i have another one: why do you have to multiply the force by the mass in DynamicPlayerInput? Wouldnt the rigidbody's AddForce already take that into account, since the mass is one of its properties?
@gamedevstanislove
@gamedevstanislove 3 года назад
Thank you for the tutorial!
@fongaming101
@fongaming101 3 года назад
Why not.. rb.velocity?
@WeirdGoat
@WeirdGoat Год назад
Just a quick question: for top down game character, kinematic or dynamic? Thanks
@nickshare6808
@nickshare6808 3 года назад
If I have two units controlled by AI at the same time, how do I set things up so that they can block each other's movement while not pushing and changing others position? If I use two dynamic bodies, they will push another's position. If I use two kinematic body, they won't collide and overlap.
@juanpabon4254
@juanpabon4254 3 года назад
Friend, did you find the answer?
@nickshare6808
@nickshare6808 3 года назад
@@juanpabon4254 I solved it by adjusting the mass. For moving units, I lower their mass significantly so that its super hard to push non-moving units.
@juanpabon4254
@juanpabon4254 3 года назад
Excelent, thank you, so, rb.velocity is best, addforce is mor, to... Cars, projectiles, or objects one directions.. but, excelent, ty
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