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Japanese Crane Game Prototype

A Japanese Crane Game Simulator prototype I made for a client in 6 days that where to be as accurate as possible to the real thing, which meant everything had to be physical so it could react the way you'd expect and be fair to players. 

The vast majority of the work took about 4 days but it took a lot of polish and tweaking to get the feel just right and to work out physics issues.

It was built using several physics constraint components that linked the separate Extension Meshes and Claws, and utilized linear and angular motor drives to great extent to drive the behavior of them. 
Also makes great use of Physical Materials to make sure the Plastic Claw Arms, Metal Bars and Glossy Cardboard Box Prizes react to one another as you'd expect. For instance if the prize was a fluffy toy them there may be more friction but more bouncy as well and have more damping. 

Had to tweak the projects physics settings a lot when it comes to position, velocity and projection solvers as well as de-penetration and contact distance to make it as stable as possible since the claw has such intimate interaction with the Prize Meshes when it is extending down on it and closing the claws physically onto it. 

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