Unity Collision Damage Calculator

Model collision force with impulse, speed, and mass. Apply armor, contact time, caps, and scaling. Tune Unity damage for responsive, believable gameplay feedback systems.

Collision Damage Form

Formula Used

Effective mass: m = m1 × m2 / (m1 + m2). If object B is static or zero, object A mass is used.

Velocity method: Force = effective mass × normal impact speed / contact time.

Unity impulse method: Force = collision impulse / fixedDeltaTime.

Direct force method: Force = known collision force.

Mitigated force: Force after contacts, angle quality, armor, and absorption.

Force damage: ((mitigated force − threshold) / damage scale) ^ exponent × multiplier.

Energy damage: kinetic energy / energy scale × energy weight.

Final damage: force damage + energy damage, limited by the maximum damage cap.

How to Use This Calculator

  1. Select the method that matches your game data.
  2. Use Unity impulse when reading Collision.impulse.
  3. Use velocity mode when you know mass and impact speed.
  4. Use direct force when your own controller reports force.
  5. Enter armor, absorption, threshold, and damage scale.
  6. Press calculate to view the result above the form.
  7. Export the result as CSV or PDF for tuning notes.

Example Data Table

Case Mass kg Speed m/s Contact Time s Threshold N Expected Use
Light prop hit 8 5 0.08 1200 Small object damage
Player fall impact 80 9 0.06 6000 Fall damage tuning
Vehicle side crash 1200 18 0.12 30000 Vehicle health loss
Heavy crate smash 250 11 0.05 9000 Breakable environment

Collision Damage in Game Physics

A force based damage model is useful when a game needs impacts to feel fair. It connects a physical hit to a health loss. The calculator above treats the collision as a short event. It then converts impulse, speed, or known force into a damage value.

Using Unity Collision Values

In Unity, Collision.impulse is often the cleanest signal. It is the total impulse applied to separate two colliders. Dividing that impulse by fixedDeltaTime gives an average force for the physics step. If impulse is not available, relative speed and effective mass can estimate the same effect. A direct force option is also included for custom controllers.

Mass, Force, and Contacts

The model starts with effective mass. When two moving bodies meet, the reduced mass keeps the result realistic. When one object is static, the moving mass is used. Next, the chosen method estimates collision force. The force is split by contact count when several contact points share the impact.

Thresholds and Protection

Damage should not start at every tiny bump. The threshold field creates a safe zone. Only force above that value becomes harmful. Armor and material absorption reduce the working force before scaling. This helps metal, shields, rubber, or padded characters behave differently.

Curve and Cap Settings

The exponent setting controls curve shape. A value of one gives a linear response. Higher values make strong hits much more dangerous. Lower values soften the curve. The multiplier adjusts the final level without changing the curve. The maximum damage cap prevents one physics spike from destroying gameplay balance.

Energy Bonus

Energy bonus adds another tuning layer. Force explains sharp contact. Kinetic energy explains heavy moving bodies. A slow heavy object may still deserve damage. A fast light object may also hurt. Mixing both values often creates better vehicle, weapon, and ragdoll results.

Practical Tuning

Use this tool as a design helper, not as a strict engineering verdict. Game damage is a balance rule. Real collisions include deformation, friction, solver settings, and frame timing. Test values inside the scene. Log impulse, relative velocity, and contact count. Then tune threshold, scale, armor, and cap until the result matches player expectations.

Testing Presets

For best results, record several common impacts. Compare gentle touches, normal hits, and extreme crashes. Save presets for characters, props, vehicles, and projectiles. Consistent presets make tuning faster during every playtest too.

FAQs

What is collision force in Unity?

Collision force is not stored as one direct value. You can estimate it from Collision.impulse divided by Time.fixedDeltaTime, or from mass, impact speed, and contact time.

Should I use impulse or relative velocity?

Use impulse when Unity provides reliable collision data. Use relative velocity when you are designing a custom damage model or estimating expected damage before coding.

Why is contact time important?

Short contact time creates higher force. Long contact time spreads the impact. This is why hard crashes feel stronger than soft cushioned impacts.

What does the threshold force do?

It blocks small bumps from causing damage. Damage starts only when the mitigated force is higher than the chosen threshold.

How does armor affect the result?

Armor reduces the working force before damage scaling. Higher armor makes the same collision produce less health loss.

Why add kinetic energy damage?

Energy helps account for heavy or fast objects. It can make vehicle crashes, falling bodies, and projectile impacts feel more balanced.

What is a good curve exponent?

Start with 1 for a linear model. Use values above 1 for harsher heavy impacts. Use values below 1 for softer scaling.

Can this match real-world crash damage?

It is designed for gameplay tuning. Real crash damage also depends on deformation, materials, solver settings, friction, and collision shape.

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Important Note: All the Calculators listed in this site are for educational purpose only and we do not guarentee the accuracy of results. Please do consult with other sources as well.