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Top-down space flight physics - AddForce - Object moves off center the faster it goes

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Hi all, I just started a little project where I want the player to control a ship from a top-down perspective. I want the whole thing to use physics-based movement. My problem is that when I add force to a rigidbody, the object it is attached to seems to move off its position the more the faster it goes. However, transform.positions seem to be alright. I put together [this little package][1]. If you press W, the ship will move upwards and off the center the longer you press W. S moves in the other direction. The code is rather simple: using UnityEngine; using System.Collections; public class TestController : MonoBehaviour { public float mainThrust = 100; private Vector3 cameraOffset = new Vector3(0f, 0f, 150f); private new Rigidbody rigidbody; void Start () { rigidbody = GetComponent(); } void FixedUpdate() { float axisVertical = Input.GetAxis("Vertical"); Vector2 force = new Vector2(0f, axisVertical) * mainThrust * Time.fixedDeltaTime; rigidbody.AddRelativeForce(force, ForceMode.Impulse); Camera.main.transform.position = rigidbody.transform.position - cameraOffset; Debug.Log("camPos: " + Camera.main.transform.position + " - rbPos: " + rigidbody.transform.position); } } Any help appreciated. Thanks Nico [1]: /storage/temp/81364-testinput.zip

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