Comments (2)
hey, thank you for feedback.
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it is not a bug by design. as primary description states, this simulation plugin does not simulate n-body physics. this means all orbits can't change over time, they are static. You need to setup orbit before launch (see my comment in other closed issue).
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not a bug by design. only attractor's mass affects orbit because this plugin implements simple 2-body solution of orbital motion, which means there is only one attractor in system.
some additional notes to help you understand the idea:
- when you create some solar system with multiple planets, each planet and its orbit is completely separated from each other (multiple separated closed systems).
- simulated orbits independent from bodies hierarchy: planets orbiting sun, or moon orbiting planet, or spaceship orbiting moon - does not matter, all this orbits are completely self sufficient and independent.
- if you want to create some complex systems, like binary stars, then you can use invisible barycenter as real attractor and make all stars to move around it in orbits with equal periods (apoapsises must be on opposite sides from barycenter).
- rigidbody or colliders components will never be used in this plugin because it adds unnecessary dependency on physics system, which affects performance. some project may not use native unity physics at all (if mobile platform, for example). however, nothing stops you from adding physics for yourself.
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Thank-you soo much. Again your work is awesome .
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Related Issues (12)
- What is the easiest way to simulate our solar system with your toolkit? HOT 5
- Variable Shadowing issue HOT 1
- VelocityHandleLenghtScale is a misspelling HOT 1
- How to calculate prograde/retrograde value? HOT 1
- Dealing with Collisions
- Is there a way to get position at a specific time? HOT 3
- What is the startup Item HOT 1
- Planet Rotation HOT 5
- Orbit calculating error HOT 3
- why ecliptic plane is xy, unity3d default plane is xz? HOT 1
- How does SimpleKeplerOrbits deal with thrust, if at all? HOT 1
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