Unity Physics
The video above shows a physics assignment I recently submitted in which I had to display various different Unity physics functions. The demonstration uses each room to show off a different physics function, and I will detail them in the list below.
1. The first room in this project is a demonstration of the basic physics functions, e.g. the ball hits the wall of bricks and they all interact as different physics objects.
2. The second room shows physics interactions between more complex objects in the chairs. whilst this is still just a demonstration of physics shapes I did have to use more complex arrangement of shapes as none of the basic unity shapes would normally fit the chairs.
3. The third room is intended to demonstrate the way the physics systems works in connection with unity terrain. To show this I spawn chairs whenever any button is pressed so that I can see the effect of many physics collisions on the terrain.
4. The fourth room is intended to demonstrate the workings of unity joints. In this room I used joints to attach four wheels to a cube and power them so that it acts as a car. I also show a platform moving up and down to show a different style of joint action. Finally I added ten bowling pins because who doesn't want to see a car crashing down a bowling alley.
5. The fifth room (my personal favourite) demonstrates ragdoll physics, animations, and some particle physics. Pressing the space button in this room applies force to the chest of the character and turns on its ragdoll mode, this in turn causes it to hilariously fall down the stairs. Whenever the head of the character collides with anything it spawns a particle system to show blood which then applies an image to the ground to make it look like the ground has a blood splatter painted on it.
6. The sixth and final room of this project shows a more clear demonstration of particle collisions and shaders. The particles in the room can be tagged as either water, lava, or steam. Whenever a lava and water particle touch they change to steam and reverse their gravity so as to appear as a gas instead of a liquid. To control the look of the particles I change them to a different shader depending on whether they are lava, water, or steam.