// Start is called before the first frame update void Start() { //disabling Unity's time scale so you know i'm not using that as a crutch. Time.timeScale = 0.0f; m_TimeThisFrame = Time.unscaledTime; //crete the scene m_PhysicsScene = new PhysicsScene(); m_PhysicsScene.TimeStep = 0.01f; m_PhysicsScene.Gravity = new Vector2(0, 0); //add actors BilliardBall ball1 = new BilliardBall(new Vector2(-4.0f, 0.0f), new Vector2(0, 0), 0.0f, 1.2f, 0.25f, new Vector4(255, 255, 255, 1)); m_PhysicsScene.AddActor(ball1); BilliardBall ball2 = new BilliardBall(new Vector2(4.45f, 0.45f), new Vector2(0, 0), 0.0f, 1.0f, 0.25f, new Vector4(31.0f / 255f, 116.0f / 255f, 255.0f / 255f, 1.0f)); m_PhysicsScene.AddActor(ball2); BilliardBall ball3 = new BilliardBall(new Vector2(4.45f, -0.45f), new Vector2(0, 0), 0.0f, 1.0f, 0.25f, new Vector4(247 / 255f, 39 / 255f, 39 / 255f, 1.0f)); m_PhysicsScene.AddActor(ball3); BilliardBall ball4 = new BilliardBall(new Vector2(4.9f, 0.0f), new Vector2(0, 0), 0.0f, 1.0f, 0.25f, new Vector4(1f, 1f, 0f, 1.0f)); m_PhysicsScene.AddActor(ball4); BilliardBall ball5 = new BilliardBall(new Vector2(4.9f, -0.9f), new Vector2(0, 0), 0.0f, 1.0f, 0.25f, new Vector4(0f, 1f, 0f, 1.0f)); m_PhysicsScene.AddActor(ball5); BilliardBall ball6 = new BilliardBall(new Vector2(4.9f, 0.9f), new Vector2(0, 0), 0.0f, 1.0f, 0.25f, new Vector4(170.0f / 255f, 0f, 1f, 1.0f)); m_PhysicsScene.AddActor(ball6); BilliardBall ball0 = new BilliardBall(new Vector2(4.0f, 0), new Vector2(0, 0), 0.0f, 1.0f, 0.25f, new Vector4(0, 0, 0, 1)); m_PhysicsScene.AddActor(ball0); //HPPlane plane1 = new HPPlane(new Vector2(0.05f,1), 4, new Vector4(255, 255, 255, 1)); //m_PhysicsScene.AddActor(plane1); HPPlane topbound = new HPPlane(new Vector2(0, -1.0f), 4.5f, new Vector4(255, 255, 255, 1)); m_PhysicsScene.AddActor(topbound); HPPlane rightbound = new HPPlane(new Vector2(-1.0f, 0), 8.5f, new Vector4(255, 255, 255, 1)); m_PhysicsScene.AddActor(rightbound); HPPlane bottombound = new HPPlane(new Vector2(0, 1.0f), 4.5f, new Vector4(255, 255, 255, 1)); m_PhysicsScene.AddActor(bottombound); HPPlane leftbound = new HPPlane(new Vector2(1.0f, 0), 8.5f, new Vector4(255, 255, 255, 1)); m_PhysicsScene.AddActor(leftbound); //balltracking m_TrackedSphere = null; }