Set Up The Scene¶
FPhysics3DManager¶
For your first step, you will create a FPhysics3DManager
. Right-Click in the Hierarchy
window and select SocketWeaver->FPhysics->3D->Physics Controller
. Make sure to disable Auto Initialize
and Auto Update
.
Rigidbodies¶
Next, you will create the following Rigidbodies.
Name | Body Type | Description |
---|---|---|
Ball | Dynamic | Controlled by physics |
Cars | Dynamic | Controlled by players |
Arena | Static | Does not move |
Goals | Static | Do not move |
Arena¶
- Download the assets from our github repository.
- Drag the
Arena
3D model to theSoccerGame
scene. - Move the
Arena
to (0, 0, 0). - Add a
FMeshCollider3D
component to theArena
. AFTransform
component should be automatically added. - Add a
FRigidbody3D
component to theArena
and set itsBody Type
toStatic
.
Ball¶
- Select
SocketWeaver->FPhysics->3D->Sphere
. - Select the sphere and name it
Ball
. - Move the
Ball
to (75, 1.5, 50). - Set its scale to (3, 3, 3).
- Select the
FSphereCollider
component. - Set
Bounciness
to 0.5. - Enable
Override Mass
and setCustom Mass
to 0.1.
Cars¶
- In the FPhysics3D samples folder, select the
Car
prefab atSamples->3D->Scripts->Vehicle->SimpleRaycast
. - Drag it to the
SoccerGame
scene. - Select the
Car
in the Hierarchy, right click and selectPrefab->Unpack Completely
. - Move the
Car
to (85, 0.6, 50). - Rotate the
Car
to (0, -90, 0).
Goals¶
- Select
SocketWeaver->FPhysics->3D->Cube
. - Select the cue and name it
Goal
. - Move the
Goal
to (-8.4, 6, 50). - Set its scale to (10, 12, 34).
- Select the
FRigidbody3D
of theGoal
and setBodyType
toStatic
. - Select the
FBoxCollider3D
of theGoal
and enableIs Trigger
.
Final Touch¶
In the asset folder, we included the prototype textures pack from Kenney. You can select the textures you like and assign them to the materials of the Arena
and the Ball
.
The scene should look like.
Test¶
Hit Play, you should be control the car using the WASD
keys.