I am working on a pool game of sorts. To create a table, I have used cubes as sides. I want to use the inbuilt physics engine to get those sides interact with the balls. Sadly I am unable to get it working.
Here is what I have done. I created cube as side, and a sphere for ball. To move the sphere, I am using rigidbody.MovePosition function. both the cube and sphere have colliders and rigidbody attached, and gravity turned off.
Sphere movement is fine, but when it collides with cube, it makes the cube fly. Since the cube is supposed to be an immovable wall, I constrained all axes rotation and movement. But, using constraints cause physics engine to go bonkers. Instead of sphere coming to stop or moving in opposite direction, it simply passes through the cube. Clearly, something is wrong, and I need help figuring out the same.
Thanks in advance.
Here is the code used to move the sphere.
public float movePower = 10.0f;
// Update is called once per frame
void Update ()
{
if(Input.GetKey(KeyCode.LeftArrow))
{
rigidbody.MovePosition(transform.position + Vector3.left* movePower * Time.deltaTime);
}
if(Input.GetKey(KeyCode.RightArrow))
{
rigidbody.MovePosition(transform.position + Vector3.right* movePower * Time.deltaTime);
}
if(Input.GetKey(KeyCode.DownArrow))
{
rigidbody.MovePosition(transform.position + Vector3.down* movePower * Time.deltaTime);
}
if(Input.GetKey(KeyCode.UpArrow))
{
rigidbody.MovePosition(transform.position + Vector3.up* movePower * Time.deltaTime);
}
}