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Freeze rotation but needs angular rotate token in Rigidbody 2D
Hi, my unit consists of two part : a circle collider with Rigidbody 2d as Parent obj, and a character sprite as Child obj.
Since its 2d top view game, character sprite shouldnt rotate, i checked the "Freeze Rotation Z" option. but bcs of this, when a unit push the other in a row, even though the latter one's direction is quite different as the first, (15'~20') it doesnt stop pushing the front one toward its direction.
when i allow rotation, the 'push' works as i expected. I guess Constraint option ignores the rotation token so that the push power doesnt be delivered as normal.
The solution that i figured out is to seperate Parent& child obj, so that the circle rotate a bit during pushing each other, while the character sprite stays without any rotation. But for this, syncronize sprite's position following to the collider is necessary, which is not desirable in sense of performance.
Is there somebody who can solve this dilema? HELP WANTED