In real life, objects don’t infinitely bounce forever, so in order for our simulation to be believable, we need to make sure that our ball will eventually stop bouncing. First, we reduce the balls current velocity. After we have detected that our ball has hit the floor, we then do two things. Firstly, we need to be able to detect when the ball collides with any of the walls in the scene. So how do we make a ball realistically bounce up and down in Unity? Well, there are 3 main components involved in achieving this effect. In this blog post, I will be focusing in on how our custom physics engine handles collisions and bouncing objects and explain how it works under the hood. Instead of using the built-in Unity physics, we created our own physics completely from the ground up and created a demo scene showing off working collisions and bouncing balls in a 2 dimensional space. That same semester I also worked with two of my fellow students on developing a custom physics engine in Unity for our Game Physics final. In a recent blog post, I go over my Unity chess AI I developed for my Game AI final.
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