Find the Best Demos and Examples

Check out this quick tour to find the best demos and examples for you, and to see how the Felgo SDK can help you to develop your next app or game!


OverviewFelgo 1 Support › Rotation

Viewing 2 posts - 1 through 2 (of 2 total)
  • Author
  • #4304



    We would like to shoot a dartarrow which has a physically correct rotation while in the air. e.g. when we shoot it straight up in the air, it should come down with it’s head first (cause this part is the heaviest of the arrow).
    Furthermore we have a bouncer-entity in our game, which, as it’s name indicates, bounces the arrow back and gives it another direction. If we now set the body.fixedRotation-property false, it rotates like crazy after the collision, but we would like it to fly in a steady manner after colliding with a bouncer. But setting it to true allows absolutely no rotation.
    How can we make this happen?



    Felgo Team

    Hi Simon,

    I would do the bouncer not with a real physics object, because the behavior you want is actually not real physics-based. Instead, make the bouncer a sensor and give the arrow an impulse or force on collision with it and set its position & rotation to the start value you want to mimic your behavior. It might also be an option to not use physics for your movement at all, but calculate the positions by yourself so it behaves as you want it to.

    Cheers, Chris

Viewing 2 posts - 1 through 2 (of 2 total)

RSS feed for this thread

You must be logged in to reply to this topic.