playMaker

Author Topic: adding a force  (Read 1792 times)

goliath520

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adding a force
« on: December 11, 2012, 09:10:05 PM »
yet again I come with a basic question. I must be overlooking something simple here. I am trying to add a force to a rigidbody (it is kinematic) and I assume I am doing something wrong with the "at position"/"vector3" part of it. I am not entirely sure what I should be putting into those fields or if they are needed. so far I have tried leaving the fields blank, and using the objects transform and that didn't seem to work. Also, the object is not being instantiated, it is in the game initially. I don't know if that helps any.

Alex Chouls

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Re: adding a force
« Reply #1 on: December 12, 2012, 12:02:12 AM »
Check out the sample:
PlayMakerSamples/TestLab/Physics/AddForceToMouseOverObject

Look at the Apply Force state in Target Manager : ForceFSM.

Also check out the Unity docs:
http://docs.unity3d.com/Documentation/ScriptReference/Rigidbody.AddForceAtPosition.html

The Playmaker Physics Actions wrap the Unity Physics commands, so the Unity docs can be very useful when trying to figure out how to control physics. In fact most Playmaker Actions have a Unity equivalent, so Unity docs are a useful reference...