Alright, buckle up folks, ’cause I’m about to walk you through my deep dive into… the People’s Elbow. Yeah, you heard right. Don’t get any wild ideas, I wasn’t planning on hitting anyone with it, unless, of course, they don’t use dark mode. So, my journey into this wrestling finisher, was born of pure curiosity and the need to stretch my creative bones in code.

The Idea
It started innocently enough. I was browsing through some physics simulations and thought, “Hey, could I simulate the People’s Elbow in, like, a basic way?” Not aiming for realism, mind you. More like a goofy, physics-based approximation. The key elements? A running character, a dramatic elbow drop, and some kind of impact effect. So, that’s where I began.
Setting the Stage
First things first, I needed a character. I am not an artist, so I just went with a simple, capsule-shaped guy. Give him a couple of animations – running and falling – and we’re good to go. The running animation was easy – just some basic bone rotations using sine waves. The falling animation? Well, that was just the capsule tilting forward after I removed the “isGrounded” check in the movement script. Crude, but effective.
Coding the Movement

Movement was simple too. I used the usual “*” to move the character across the “stage” and added a velocity variable to control the speed. Added some basic collision detection so my guy didn’t just walk through the ground. Next up was the elbow drop itself! This was the core, and the trickiest bit. I didn’t want some button press animation, I needed some physics!
The Elbow Drop Logic
Here’s where it got interesting. I decided the elbow drop would trigger after the character reached a certain speed. Once that happened, I’d switch the character to a “falling” state, disabling horizontal movement and enabling gravity. The character would then arc downwards. To sell the elbow drop, I added a fast downward force using “*”. It needed to feel impactful, like the People’s Elbow meant business.
The Impact
- Detecting the moment of impact was pretty straightforward. I used “OnCollisionEnter”.
- When the capsule collides with something, that was my cue.
- To add a bit of pizzazz, I created a simple “impact effect” – a quick particle burst where the elbow lands.
The Glitches (Oh, There Were Glitches!)

Lemme tell you, things weren’t perfect. My character would sometimes clip through the floor, or the impact effect would trigger multiple times. Also, sometimes he just started flying into space, the usual stuff when you start messing with physics, right?
- I fixed the clipping issue by tweaking the collision detection settings.
- The multiple impact effects? I used a simple boolean flag to ensure the effect only triggers once per drop.
- As for the space flights? I am still not 100% sure how I fixed that, probably messed with some value somewhere.
The Result
In the end, I had a capsule-shaped character running across the stage, dramatically falling, and delivering a physics-based elbow drop with a particle effect on impact. Was it perfect? Nope. Was it hilarious and vaguely reminiscent of The Rock? Absolutely. It’s not going to win any awards, but the process of building it was a fun exercise in simple physics simulation.
Lessons Learned
- Even a simple idea can lead to interesting coding challenges.
- Physics engines are your friend, but also your enemy.
- Particle effects are always cool.
So, there you have it. My take on the People’s Elbow. It was a blast to build, and I hope this little walkthrough inspires you to tackle your own goofy coding projects. And remember, stay safe, and maybe stick to simulating the People’s Elbow rather than trying it out for real.
