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Question by VictorVaeVictis · May 14, 2014 at 07:02 PM · gravityorientationrigid body

Adjust Player Orientation according to gravity?

So I have a script where each seperate player has their own direction of gravity (based on their tag). Well when I start the game with the tag of player two I just fall to the ceiling but am still facing upward to I smack my face on the ceiling and when looking up I see the ceiling and down I see the floor. I need my orientation to adjust so that if i am player two, down is up and up is down.

 #pragma strict
 
 var playerTag = "";
 
 function Start () {
     playerTag = transform.tag;
     
 }
 
 function Update(){
 
 }
 
 function FixedUpdate() {
     if(playerTag == "PlayerOne")
     {
         rigidbody.AddForce(Vector3(0.0, -9.81, 0.0), ForceMode.Acceleration);
     }
     else if(playerTag == "PlayerTwo")
     {
         rigidbody.AddForce(Vector3(0.0, 9.81, 0.0), ForceMode.Acceleration);
     }
     else if(playerTag == "PlayerThree")
     {
         rigidbody.AddForce(Vector3(0.0, 0.0, 9.81), ForceMode.Acceleration);
     }
     else if(playerTag == "PlayerFour")
     {
         rigidbody.AddForce(Vector3(0.0, 0.0, -9.81), ForceMode.Acceleration);
     }
     else if(playerTag == "PlayerFive")
     {
         rigidbody.AddForce(Vector3(9.81, 0.0, 0.0), ForceMode.Acceleration);
     }
     else if(playerTag == "PlayerSix")
     {
         rigidbody.AddForce(Vector3(-9.81, 0.0, 0.0), ForceMode.Acceleration);
     }
 }

I tried using

 if(playerTag == "PlayerTwo")
 {
 transform.Rotate(180, 0, 0);
 }

in the start function but it didn't work. Either it rotated initially but then immediately rotated back or it didn't rotate at all. Not sure if you can use transform.Rotate on rigid bodies. Anyways, any help would be greatly appreciated.

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avatar image VictorVaeVictis · May 14, 2014 at 07:15 PM 0
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Just tried

 function Update(){
     if(playerTag == "PlayerTwo")
     {
         transform.up = Vector3(0.0, -9.81, 0.0);
     }
 
 }

and that changed the direction of orientation properly, but now the $$anonymous$$ouseLook is no longer working.

avatar image VictorVaeVictis · May 14, 2014 at 07:55 PM 0
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okay so I figured out what is going on. The mouse look script must reset the "y" rotation of the character or object it's attached to because if I set mouselook to only affect "x" I can reorient the player so down is up and up is down and I can look on the horizontal axis, but if I set it to "x and y" my character is flipped back so up is up and down is down when the game starts... any way I can modify the $$anonymous$$ouseLook Script to work properly on the "Y" axis?

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Answer by VictorVaeVictis · May 14, 2014 at 08:54 PM

figured it out guys... lol not that anybody even answered(oh well). For documentation and help for someone in the future this is what I did. I changed the Mouselook script to this.

 [AddComponentMenu("Camera-Control/Mouse Look")]
 public class GravityMouseLook : MonoBehaviour {
 
     private bool inverted = false;
     private string playerTag = "";
     private int playerRotation = 0;
     public enum RotationAxes { MouseXAndY = 0, MouseX = 1, MouseY = 2 }
     public RotationAxes axes = RotationAxes.MouseXAndY;
     public float sensitivityX = 15F;
     public float sensitivityY = 15F;
 
     public float minimumX = -360F;
     public float maximumX = 360F;
 
     public float minimumY = -60F;
     public float maximumY = 60F;
 
     float rotationY = 0F;
 
     void Update ()
     {
         if (axes == RotationAxes.MouseXAndY)
         {
             float rotationX = transform.localEulerAngles.y + Input.GetAxis("Mouse X") * sensitivityX;
             
             rotationY += Input.GetAxis("Mouse Y") * sensitivityY;
             rotationY = Mathf.Clamp (rotationY, minimumY, maximumY);
             
             transform.localEulerAngles = new Vector3(-rotationY, rotationX, playerRotation);
         }
         else if (axes == RotationAxes.MouseX)
         {
             transform.Rotate(0, Input.GetAxis("Mouse X") * sensitivityX, 0);
         }
         else
         {
             rotationY += Input.GetAxis("Mouse Y") * sensitivityY;
             rotationY = Mathf.Clamp (rotationY, minimumY, maximumY);
             
             transform.localEulerAngles = new Vector3(-rotationY, transform.localEulerAngles.y, 0);
         }
     }
     
     void Start ()
     {
                 // Make the rigid body not change rotation
                 if (rigidbody)
                         rigidbody.freezeRotation = true;
 
                 playerTag = transform.tag;
 
                 if (playerTag == "PlayerOne") {
                         playerRotation = 0;
                 } else if (playerTag == "PlayerTwo") {
                         playerRotation = 180;
             inverted = true;
                 }
         if (inverted == true) {
             sensitivityY = -sensitivityY;
             sensitivityX = -sensitivityX;
                 }
         }
 }
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