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Taming post collision objects
Project file attached:
I’ve got a tiny emitter hidden behind an object, and emitter working fine with randomly sized objects, but when I turn on dynamics by applying either rigid body or collider body tag to either the objects themselves, or via the emitter with apply to child objects enabled, all my speed settings are meaningless because the objects shoot out at absurd velocity.
I assume this is due to the size of the emitter causing immediate collisions upon birth, but I can’t make the collider any bigger due to other constraints.
I’ve searched through dynamics in project settings like where gravity is set and gone through the items in the dynamics tags one by one, and watched quite a few tuts on related topics, but just haven’t quite found the right setting, and I’m not sure what it’s called to reference it.
There seems to be an additional issue that I have emission pattern radiating out in disc formation, so 360 degree emission for horizontal, and 0 degrees on vertical which does exactly what I want… until the dynamics tag is applied. Unfortunately, collided objects appear to ignore this and travel in all directions which breaks the animation.
Basically, how do I force collided objects to either slow down or just disappear, and I can readjust the emission density from there? If the objects do persist, and are slowed down, is there a way to force them to be restricted to the 2 dimensional radiation as defined within the emitter? (zero vertical)