Unity3d: how to apply a vortex like force to objects?
I would like to simulate a vortex like force to a "bunch" of objects in my scene.
How can I do in Unity ?
Thanks
unity3d
add a comment |
I would like to simulate a vortex like force to a "bunch" of objects in my scene.
How can I do in Unity ?
Thanks
unity3d
what kind of objects are they? What type of space you operating in (2D or 3D)?
– Confused
Nov 12 '18 at 13:13
Objects are sphere, in a 3d environment. What i need to simulate is an hand that move balls (spheres) into a vase
– stighy
Nov 12 '18 at 14:25
add a comment |
I would like to simulate a vortex like force to a "bunch" of objects in my scene.
How can I do in Unity ?
Thanks
unity3d
I would like to simulate a vortex like force to a "bunch" of objects in my scene.
How can I do in Unity ?
Thanks
unity3d
unity3d
asked Nov 12 '18 at 13:01
stighystighy
2,8331974128
2,8331974128
what kind of objects are they? What type of space you operating in (2D or 3D)?
– Confused
Nov 12 '18 at 13:13
Objects are sphere, in a 3d environment. What i need to simulate is an hand that move balls (spheres) into a vase
– stighy
Nov 12 '18 at 14:25
add a comment |
what kind of objects are they? What type of space you operating in (2D or 3D)?
– Confused
Nov 12 '18 at 13:13
Objects are sphere, in a 3d environment. What i need to simulate is an hand that move balls (spheres) into a vase
– stighy
Nov 12 '18 at 14:25
what kind of objects are they? What type of space you operating in (2D or 3D)?
– Confused
Nov 12 '18 at 13:13
what kind of objects are they? What type of space you operating in (2D or 3D)?
– Confused
Nov 12 '18 at 13:13
Objects are sphere, in a 3d environment. What i need to simulate is an hand that move balls (spheres) into a vase
– stighy
Nov 12 '18 at 14:25
Objects are sphere, in a 3d environment. What i need to simulate is an hand that move balls (spheres) into a vase
– stighy
Nov 12 '18 at 14:25
add a comment |
2 Answers
2
active
oldest
votes
Circular motion:
float angle =0;
float speed=(2*Mathf.PI)/5 //2*PI in degress is 360, so you get 5 seconds to complete a circle
float radius=5;
void Update()
angle += speed*Time.deltaTime; //if you want to switch direction, use -= instead of +=
x = Mathf.Cos(angle)*radius;
y = Mathf.Sin(angle)*radius;
where the center of your circle is the center of your vortex.
Of course:
If you want multiple objects with diferent distance from vortex's
center you have to play with your radius variable (i would add a
Random.Range(minDistance, maxDistance))If you want diferent speeds you can randomize/change the speed.
- Randomize/change your x/y if you don't want a perfect circle
Hope i was clear enought.
add a comment |
If you are using the physics system, there's two parts to this. Applying the vortex force, and getting the nice swirling effect. To apply the vortex force you can just loop over the rigidbodies and apply the force. To make the swirl look like a proper vortex swirl, you need to start the objects off with a tangential velocity that you can figure out using the vector cross product.
public float VortexStrength = 1000f;
public float SwirlStrength = 5f;
void Start ()
foreach(GameObject g in RigidBodies)
//to get them nice and swirly, use the perpendicular to the direction to the vortex
Vector3 direction = Vortex.transform.position - g.transform.position;
var tangent = Vector3.Cross(direction, Vector3.up).normalized * SwirlStrength;
g.GetComponent<Rigidbody>().velocity = tangent;
void Update()
//apply the vortex force
foreach(GameObject g in RigidBodies)
//force them toward the center
Vector3 direction = Vortex.transform.position - g.transform.position;
g.GetComponent<Rigidbody>().AddForce(direction.normalized * Time.deltaTime * VortexStrength);
add a comment |
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2 Answers
2
active
oldest
votes
2 Answers
2
active
oldest
votes
active
oldest
votes
active
oldest
votes
Circular motion:
float angle =0;
float speed=(2*Mathf.PI)/5 //2*PI in degress is 360, so you get 5 seconds to complete a circle
float radius=5;
void Update()
angle += speed*Time.deltaTime; //if you want to switch direction, use -= instead of +=
x = Mathf.Cos(angle)*radius;
y = Mathf.Sin(angle)*radius;
where the center of your circle is the center of your vortex.
Of course:
If you want multiple objects with diferent distance from vortex's
center you have to play with your radius variable (i would add a
Random.Range(minDistance, maxDistance))If you want diferent speeds you can randomize/change the speed.
- Randomize/change your x/y if you don't want a perfect circle
Hope i was clear enought.
add a comment |
Circular motion:
float angle =0;
float speed=(2*Mathf.PI)/5 //2*PI in degress is 360, so you get 5 seconds to complete a circle
float radius=5;
void Update()
angle += speed*Time.deltaTime; //if you want to switch direction, use -= instead of +=
x = Mathf.Cos(angle)*radius;
y = Mathf.Sin(angle)*radius;
where the center of your circle is the center of your vortex.
Of course:
If you want multiple objects with diferent distance from vortex's
center you have to play with your radius variable (i would add a
Random.Range(minDistance, maxDistance))If you want diferent speeds you can randomize/change the speed.
- Randomize/change your x/y if you don't want a perfect circle
Hope i was clear enought.
add a comment |
Circular motion:
float angle =0;
float speed=(2*Mathf.PI)/5 //2*PI in degress is 360, so you get 5 seconds to complete a circle
float radius=5;
void Update()
angle += speed*Time.deltaTime; //if you want to switch direction, use -= instead of +=
x = Mathf.Cos(angle)*radius;
y = Mathf.Sin(angle)*radius;
where the center of your circle is the center of your vortex.
Of course:
If you want multiple objects with diferent distance from vortex's
center you have to play with your radius variable (i would add a
Random.Range(minDistance, maxDistance))If you want diferent speeds you can randomize/change the speed.
- Randomize/change your x/y if you don't want a perfect circle
Hope i was clear enought.
Circular motion:
float angle =0;
float speed=(2*Mathf.PI)/5 //2*PI in degress is 360, so you get 5 seconds to complete a circle
float radius=5;
void Update()
angle += speed*Time.deltaTime; //if you want to switch direction, use -= instead of +=
x = Mathf.Cos(angle)*radius;
y = Mathf.Sin(angle)*radius;
where the center of your circle is the center of your vortex.
Of course:
If you want multiple objects with diferent distance from vortex's
center you have to play with your radius variable (i would add a
Random.Range(minDistance, maxDistance))If you want diferent speeds you can randomize/change the speed.
- Randomize/change your x/y if you don't want a perfect circle
Hope i was clear enought.
edited Nov 12 '18 at 16:37
answered Nov 12 '18 at 16:30
victor dabijavictor dabija
5069
5069
add a comment |
add a comment |
If you are using the physics system, there's two parts to this. Applying the vortex force, and getting the nice swirling effect. To apply the vortex force you can just loop over the rigidbodies and apply the force. To make the swirl look like a proper vortex swirl, you need to start the objects off with a tangential velocity that you can figure out using the vector cross product.
public float VortexStrength = 1000f;
public float SwirlStrength = 5f;
void Start ()
foreach(GameObject g in RigidBodies)
//to get them nice and swirly, use the perpendicular to the direction to the vortex
Vector3 direction = Vortex.transform.position - g.transform.position;
var tangent = Vector3.Cross(direction, Vector3.up).normalized * SwirlStrength;
g.GetComponent<Rigidbody>().velocity = tangent;
void Update()
//apply the vortex force
foreach(GameObject g in RigidBodies)
//force them toward the center
Vector3 direction = Vortex.transform.position - g.transform.position;
g.GetComponent<Rigidbody>().AddForce(direction.normalized * Time.deltaTime * VortexStrength);
add a comment |
If you are using the physics system, there's two parts to this. Applying the vortex force, and getting the nice swirling effect. To apply the vortex force you can just loop over the rigidbodies and apply the force. To make the swirl look like a proper vortex swirl, you need to start the objects off with a tangential velocity that you can figure out using the vector cross product.
public float VortexStrength = 1000f;
public float SwirlStrength = 5f;
void Start ()
foreach(GameObject g in RigidBodies)
//to get them nice and swirly, use the perpendicular to the direction to the vortex
Vector3 direction = Vortex.transform.position - g.transform.position;
var tangent = Vector3.Cross(direction, Vector3.up).normalized * SwirlStrength;
g.GetComponent<Rigidbody>().velocity = tangent;
void Update()
//apply the vortex force
foreach(GameObject g in RigidBodies)
//force them toward the center
Vector3 direction = Vortex.transform.position - g.transform.position;
g.GetComponent<Rigidbody>().AddForce(direction.normalized * Time.deltaTime * VortexStrength);
add a comment |
If you are using the physics system, there's two parts to this. Applying the vortex force, and getting the nice swirling effect. To apply the vortex force you can just loop over the rigidbodies and apply the force. To make the swirl look like a proper vortex swirl, you need to start the objects off with a tangential velocity that you can figure out using the vector cross product.
public float VortexStrength = 1000f;
public float SwirlStrength = 5f;
void Start ()
foreach(GameObject g in RigidBodies)
//to get them nice and swirly, use the perpendicular to the direction to the vortex
Vector3 direction = Vortex.transform.position - g.transform.position;
var tangent = Vector3.Cross(direction, Vector3.up).normalized * SwirlStrength;
g.GetComponent<Rigidbody>().velocity = tangent;
void Update()
//apply the vortex force
foreach(GameObject g in RigidBodies)
//force them toward the center
Vector3 direction = Vortex.transform.position - g.transform.position;
g.GetComponent<Rigidbody>().AddForce(direction.normalized * Time.deltaTime * VortexStrength);
If you are using the physics system, there's two parts to this. Applying the vortex force, and getting the nice swirling effect. To apply the vortex force you can just loop over the rigidbodies and apply the force. To make the swirl look like a proper vortex swirl, you need to start the objects off with a tangential velocity that you can figure out using the vector cross product.
public float VortexStrength = 1000f;
public float SwirlStrength = 5f;
void Start ()
foreach(GameObject g in RigidBodies)
//to get them nice and swirly, use the perpendicular to the direction to the vortex
Vector3 direction = Vortex.transform.position - g.transform.position;
var tangent = Vector3.Cross(direction, Vector3.up).normalized * SwirlStrength;
g.GetComponent<Rigidbody>().velocity = tangent;
void Update()
//apply the vortex force
foreach(GameObject g in RigidBodies)
//force them toward the center
Vector3 direction = Vortex.transform.position - g.transform.position;
g.GetComponent<Rigidbody>().AddForce(direction.normalized * Time.deltaTime * VortexStrength);
answered Nov 12 '18 at 17:31


Leo BartkusLeo Bartkus
987412
987412
add a comment |
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what kind of objects are they? What type of space you operating in (2D or 3D)?
– Confused
Nov 12 '18 at 13:13
Objects are sphere, in a 3d environment. What i need to simulate is an hand that move balls (spheres) into a vase
– stighy
Nov 12 '18 at 14:25