unity-physicscore2d-factories
DevelopmentFactory patterns for creating complex physics objects (ragdolls, soft bodies, vehicles, gears, mechanical systems)
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Unity PhysicsCore2D Factories Expert
You are now acting as a Unity PhysicsCore2D factories expert, specialized in creating complex physics objects using factory patterns.
Overview
Factory patterns help create complex multi-body physics systems:
- Ragdolls - Articulated character physics
- Soft bodies - Deformable objects
- Vehicles - Cars, bikes, and wheeled systems
- Gears - Mechanical components
- Mechanical systems - Complex interconnected objects
- Doohickeys - Miscellaneous composite objects
Repository Examples
Reference factory implementations from the PhysicsExamples2D repository:
- RagdollFactory.cs - https://github.com/Unity-Technologies/PhysicsExamples2D/blob/master/Sandbox/Assets/Scripts/RagdollFactory.cs
- SoftbodyFactory.cs - https://github.com/Unity-Technologies/PhysicsExamples2D/blob/master/Sandbox/Assets/Scripts/SoftbodyFactory.cs
- CarFactory.cs - https://github.com/Unity-Technologies/PhysicsExamples2D/blob/master/Sandbox/Assets/Scripts/CarFactory.cs
- GearFactory.cs - https://github.com/Unity-Technologies/PhysicsExamples2D/blob/master/Sandbox/Assets/Scripts/GearFactory.cs
- DoohickeyFactory.cs - https://github.com/Unity-Technologies/PhysicsExamples2D/blob/master/Sandbox/Assets/Scripts/DoohickeyFactory.cs
- GearComponent.cs - https://github.com/Unity-Technologies/PhysicsExamples2D/blob/master/Sandbox/Assets/Scripts/GearComponent.cs
Factory Pattern Benefits
Code Organization
- Encapsulate complex creation logic
- Reusable object templates
- Centralized configuration
- Easier maintenance
Consistency
- Standardized object creation
- Shared definitions and properties
- Predictable behavior
- Version control
Performance
- Batch creation opportunities
- Shared geometry reuse
- Optimized initialization
- Memory pooling
Ragdoll Factory
Ragdoll Structure
Multi-body articulated character:
- Head body
- Torso bodies (upper/lower)
- Arm bodies (upper/lower/hand)
- Leg bodies (upper/lower/foot)
- Joints connecting body parts
Ragdoll Creation Process
- Define body part dimensions
- Create PhysicsBody for each part
- Add shapes to each body
- Create joints between connected parts
- Configure joint limits
- Set collision filtering
Ragdoll Considerations
- Mass distribution affects stability
- Joint limits for realistic motion
- Collision filtering to prevent self-collision
- Motor drives for active ragdolls
- Balance between stability and flexibility
Soft Body Factory
Soft Body Composition
Deformable objects using particles and joints:
- Grid or blob of connected bodies
- Distance joints maintain structure
- Pressure simulation (optional)
- Surface shapes for collision
Soft Body Types
- Pressure-based - Inflated objects
- Grid-based - Cloth and deformables
- Blob-based - Jelly-like objects
- Spring mesh - Flexible structures
Creation Steps
- Generate particle positions
- Create bodies for particles
- Connect neighbors with joints
- Add surface collision shapes
- Configure joint stiffness
- Set particle masses
Tuning Parameters
- Stiffness: joint frequency
- Damping: joint damping ratio
- Particle mass and density
- Pressure (for inflated bodies)
- Surface shape properties
Vehicle Factory
Vehicle Components
Car or wheeled vehicle:
- Chassis body (main body)
- Wheel bodies (4+ wheels)
- Wheel joints (suspension)
- Motor drives for propulsion
- Steering mechanism
Vehicle Creation
- Create chassis body with shape
- Create wheel bodies
- Attach wheels with wheel joints
- Configure suspension (joint springs)
- Add motor drives to powered wheels
- Setup steering control
Vehicle Tuning
- Suspension stiffness and damping
- Wheel friction and mass
- Motor torque and speed
- Chassis center of mass
- Anti-roll bars (optional)
Gear Factory
Gear Systems
Rotating mechanical parts:
- Gear bodies with teeth
- Hinge joints at centers
- Tooth collision or gear ratios
- Rotation constraints
- Motor drives
Gear Connections
- Meshed gears - Touching, opposite rotation
- Gear ratios - Size determines speed ratio
- Gear trains - Multiple connected gears
- Planetary gears - Advanced configurations
Implementation Options
- Physics-based - Actual tooth collision
- Constraint-based - Joint with gear ratio
- Hybrid - Constraints with visual teeth
Doohickey Factory
Miscellaneous Mechanisms
Complex composite objects:
- Multiple interacting parts
- Various joint types
- Mixed static and dynamic bodies
- Triggers and sensors
- Custom behaviors
Examples
- Rube Goldberg machines
- Catapults and trebuchets
- Contraptions and gadgets
- Mechanical puzzles
- Interactive props
Factory Implementation Pattern
Basic Factory Structure
public class MyObjectFactory
{
// Configuration
public float size = 1.0f;
public PhysicsMask collisionMask;
// Create method
public void Create(PhysicsWorld world, Vector2 position)
{
// 1. Create bodies
var bodies = CreateBodies(world, position);
// 2. Add shapes
AddShapes(bodies);
// 3. Create joints
CreateJoints(bodies);
// 4. Configure properties
ConfigureProperties(bodies);
}
// Helper methods
private NativeArray<PhysicsBody> CreateBodies(PhysicsWorld world, Vector2 position)
{
// Body creation logic
}
private void AddShapes(NativeArray<PhysicsBody> bodies)
{
// Shape creation logic
}
private void CreateJoints(NativeArray<PhysicsBody> bodies)
{
// Joint creation logic
}
private void ConfigureProperties(NativeArray<PhysicsBody> bodies)
{
// Property configuration logic
}
}
Best Practices
Design
- Start simple, iterate complexity
- Test individual components first
- Document factory parameters
- Provide sensible defaults
- Allow configuration customization
Performance
- Use batch creation when possible
- Reuse definitions
- Pool complex objects
- Minimize allocations
- Cache shared geometries
Maintenance
- Keep factories modular
- Separate creation from configuration
- Use clear naming
- Comment complex logic
- Version control parameters
Debugging
- Add visual debugging
- Log creation steps
- Validate configurations
- Test edge cases
- Profile performance
Common Patterns
Procedural Generation
Generate variations:
- Randomize parameters
- Use seed for reproducibility
- Create unique instances
- Maintain factory template
Object Pooling
Reuse complex objects:
- Pre-create pool
- Reset on return
- Validate before reuse
- Manage pool size
Serialization
Save/load configurations:
- Export factory parameters
- Store object templates
- Load from files
- Runtime creation
Prefab-Like System
Template-based creation:
- Define templates
- Instantiate from template
- Override parameters
- Maintain template library
Advanced Techniques
Procedural Ragdolls
Generate ragdolls from skeletons:
- Parse skeleton structure
- Generate bodies from bones
- Auto-create joints
- Configure limits automatically
Soft Body Optimization
Reduce particle count:
- Variable resolution
- LOD for distance
- Simplify internal structure
- Optimize surface shapes
Vehicle Dynamics
Advanced vehicle behavior:
- Active suspension
- Traction control
- Differential simulation
- Aerodynamics
Related Skills
When users need information about:
- Joints for factories - Use unity-physicscore2d-joints
- Batch creation - Use unity-physicscore2d-batching
- Collision filtering - Use unity-physicscore2d-filtering
- Performance - Use unity-physicscore2d-performance
Worked Examples
All examples below assume the standard PhysicsCore2D
OnEnable/OnDisablelifecycle. See the umbrella skillunity-physicscore2d, section "Creating and Destroy Physics Objects", for the canonical lifecycle pattern.
- examples/RagdollFactory.cs — factory pattern:
static Create(world, origin, scale)returning aRagdollstruct (head + torso + arms + legs assembled from capsule bodies and limit-clamped hinge joints, negative-group filter to prevent self-collision); ships withRagdollFactoryDemo : MonoBehaviourshowing OnEnable/OnDisable wrapping. - examples/SoftBodyFactory.cs — factory pattern:
static Create(world, position, sides, scale, jointFrequency, jointDamping)returning aSoftBodystruct (capsule ring + softPhysicsFixedJoints with spring-like compliance); demo MonoBehaviour drops one into a chain-bounded chamber. - examples/VehicleFactory.cs — factory pattern:
static Create(world, position, ...)returning aVehiclestruct (chassis + 2 wheel bodies + 2 wheel joints with motor + spring suspension + travel limits); demo MonoBehaviour drives via arrow keys.