So, we decided to make this little game where the players play pool, but instead of a white ball they have little cars that are shot at the balls directly. I've been trying for a few days now, I can't for the love of god figure out which collider to use for the pool table. We have a visual version of the pool table, and a simpler version I created in blender to try and get a working mesh collider for the stage. Problem is that for some reason players are still able to glitch through the wall easily.
I'm relatively new to unity. I thought about just using a compound collider, but creating them in unity for the whole table manually would take me ages and I can't figure out how to handle the different diagonal shapes and ground around the holes, which has these curves, since I can't rotate the colliders. Any of you have any tips? Am I missing something?! There could be a number of reasons for collisons "glitching out" One is relative velocity of the object with respect the the size of the collider.
Objects that move to far in any given frame can overshoot the collider, missing it entirely. There are a number of ways to try to compensate for that. Explain how do you want it to behave, in separate details:. You want your objects to realistically bounce of the table rails? What about the pockets - do you want the cars to bounce out of a pocket if it hits too hard? It looks like you are trying simulate what happens to balls once they go down into a pocket?
Explain how you imagine that happening, and why you'd want to! From there, what are you trying to do with diagonals? I have to add, you don't want colliders for "hole" of the pockets - you want triggers, because you don't want the object to bounce off the "hole". Now if you want the concave area around the hole to behave as a true billiard table, that is a different story.
I actually would like the sides to behave like a normal pooltable with balls bouncing off, but I haven't really thought about how to do that yet, at the moment I'm focusing on just generally creating colliders for walls and bottom of the table that is more or less accurate to the model, so that I can test the shooting.
I would like the balls to be able to bounce back from a pocket if hit too hard, but that's just for now, maybe down the line I'll think it's not as fun. Observe the following square and its diagonals to relate the facts given below:. The diagonal of a rectangle is a line segment that joins any two of its non-adjacent vertices.
Observe the following rectangle, in which AC and BD are the diagonals. We can see that the length of both AC and BD is the same. A diagonal divides a rectangle into 2 right triangles, and the diagonals become the hypotenuse of these right-angled triangles. A rhombus can be defined as a diamond-shaped quadrilateral having four equal sides. A pentagon is a closed two-dimensional figure with five sides and five corners.
The length of all five sides is equal in a regular pentagon. A pentagon has five diagonals as shown in the figure given below. A hexagon is a closed two-dimensional figure with six sides and six corners. The length of all six sides is equal in a regular hexagon. A hexagon has nine diagonals as shown in the following figure. Just like polygons, 3D shapes also have diagonals.
Since they are three-dimensional figures, they have body diagonals space diagonals and face diagonals. The number of diagonals and their properties vary for different solids, based on the number of edges. Let us learn more about the diagonal of a cube and the diagonal of a cuboid. A cube is a three-dimensional solid figure, also known as a square solid that has edges of the same length.
This means that the length, width, and height of a cube are equal, and all its faces are squares. The body diagonal of a cube is the line segment that cuts through its center, joining the opposite vertices. While the face diagonal is the one joining the opposite vertices on every face. A cuboid is a three-dimensional form of a rectangle. The body diagonal of a cuboid is the one that cuts through the center of the cuboid; while the face diagonal is the one joining the opposite vertices on every face.
The number of diagonals in a polygon differs according to the type of polygon, based on the number of sides. We can use this formula to find the number of diagonals of any polygon without actually drawing them. The following table shows the number of diagonals of some polygons which is calculated using this formula. The number of diagonals of a decagon is calculated using the formula:.
The length of a diagonal for any polygon depends upon the type of polygon. There is no general formula to calculate the length of a diagonal. Rather, based on the dimensions of the particular polygon, the formula to calculate the length of the diagonal can be derived. This section will cover the formula that is used to calculate the length of diagonal for some polygons and solids based on their structure and dimensions. The length of the diagonal of a square can be calculated using the Pythagoras theorem.
Since the diagonal of a square divides the square into two right-angled triangles, the diagonal acts as a hypotenuse. Practice Limit Reached. You've reached your daily practice limit of 12 questions. When you sign up for a free account and login, you can play all you'd like.
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