Some additional info

Chipmunk2D Bindings for the Unity3D engine
Post Reply
camel
Posts: 1
Joined: Fri Aug 16, 2013 12:09 pm
Contact:

Some additional info

Post by camel »

Hello,
I'm looking on possible 2d physics solutions.

And Chipmunk2d looks very promising. But from documentation I have some unanswered questions.
Do I need to create colliders manually? For example farseer port uses unity collider. (creates shapes based on unity colliders, or this need to be done).

In ChipmunkPivotJoint is it possible to specify pivot point relative to parent and child bodies both?
From standard specification it seems to have ability to specify two anchors. But unity binding documents only one anchor?

Probably those things could be tried manually if some trial for unity exists.

Thanks
Peter
User avatar
slembcke
Site Admin
Posts: 4166
Joined: Tue Aug 14, 2007 7:13 pm
Contact:

Re: Some additional info

Post by slembcke »

You can't use Unity's collider components, but we do provide Chipmunk components for the editor.

Using the editor, you can only set the "shared" anchor point of a pivot joint. Internally, it works by calculating an anchor point for each body and pulling the two points together. It's useful in some cases to set them individually if you want to animate the constraint.
Can't sleep... Chipmunks will eat me...
Check out our latest projects! -> http://howlingmoonsoftware.com/wordpress/
Post Reply

Who is online

Users browsing this forum: No registered users and 15 guests