[PhysX] Balancing Kinetic Impact with Mass and Velocity
Solution
Unity 2021.x - Unity 6.3.x
Published Sun, May 10
The challenge involves balancing multiple game objects with distinct mass and speed attributes to ensure that high-velocity entities and heavy-weight entities maintain comparable kinetic impact while reflecting defensive vulnerabilities.
Improperly configured mass ratios often lead to physics instability or unfair gameplay advantages for specific unit types.
Consistent impact is achieved by establishing an inverse trade-off curve where mass multiplied by velocity remains constant across different types.
To achieve balanced gameplay across varied object types, a trade-off curve between mass and speed must be established.
This approach ensures that while each object type feels distinct, their overall impact remains fair within the game mechanics. A constant momentum target allows you to mathematically derive attributes for new entities.
- Define a target momentum or kinetic energy constant for your object.
- Calculate the required mass using the formula: mass = Constant / Velocity.
- Apply the calculated mass to the
Rigidbodycomponent in the Inspector. - Scale the
dragandangularDragvalues inversely to the mass to maintain consistent deceleration across types.
Additional Tips
- Enable
ContinuousDynamiccollision detection on high-speed, low mass objects to prevent physics tunneling through geometry. - Use
ForceMode.Impulsefor instantaneous velocity changes to ensure the mass correctly influences the resulting motion. - Utilize an
AnimationCurveto visually map the mass-to-speed ratio for easier tuning and visual debugging within the Editor.
using UnityEngine;
[RequireComponent(typeof(Rigidbody))]
public class PhysicsImpactBalancer : MonoBehaviour
{
[Header("Balancing Settings")]
[SerializeField] private float impactConstant = 50f;
[SerializeField] private float desiredTopSpeed = 10f;
private Rigidbody rb;
void Awake()
{
rb = GetComponent<Rigidbody>();
ApplyBalancedPhysics();
}
[ContextMenu("Apply Balanced Physics")]
public void ApplyBalancedPhysics()
{
// Ensure Rigidbody exists and desiredSpeed is not zero
if (rb == null) rb = GetComponent<Rigidbody>();
if (desiredTopSpeed <= 0) return;
// mass = constant / velocity to maintain momentum parity
rb.mass = impactConstant / desiredTopSpeed;
}
}
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