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Question by N1warhead · Mar 25, 2017 at 03:15 PM · rigidbodyrigidbody physics

Rigidbody acting different on two different objects

Hey guys, I'm having a weird problem.

Okay, I just have a rigidbody with a script that does AddRelativeTorque. Okay, well here's my issue.

I have two objects (old spaceship and new spaceship).

Old Spaceship - Controls work exactly how I want (Arcade like controls). New Spaceship - (Copied script + Rigidbody and pasted to new ship).

Old Spaceship - works exactly how I like. New Spaceship - It's as if it's ignoring all my Drag and Angular drag and spins like a billion miles per hour.

Rigidbody Info:

Mass = 10. Drag = 1 Angular Drag = 2. Interpolate= Interpolate.

VIDEO BELOW

https://www.youtube.com/watch?v=RQ893URTEi0

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avatar image ZachRoman121 · Mar 25, 2017 at 05:28 PM 0
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Can you post your code?

avatar image N1warhead · Mar 25, 2017 at 06:01 PM 0
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Not that it will really help, because it shouldn't matter because it's pretty generic. But here it is anyways... I don't see what could possibly make it work different for a different model only.

There's literally nothing different whatsoever, it's only a different model. But here's the code. $$anonymous$$aybe there's something in there that could explain why just a model would react different do it that I'm just not seeing.

 public float speed;
     public float sideThrusterForce;
     public float yawSpeed;
     public float pitchSpeed;
 
     public Rigidbody myRigid;
     float decelerationTime = 1.0f;
 
     private bool airBrakes;
 
     private Health health;
 
     void Start(){
         health = GetComponent<Health> ();
         Cursor.lockState = CursorLock$$anonymous$$ode.Confined;
         Cursor.lockState = CursorLock$$anonymous$$ode.Locked;
         Cursor.visible = false;
     }
 
     void OnCollisionEnter(Collision col){
         health.DoDamage (10);
     }
 
     void FixedUpdate () {
         myRigid.velocity = Vector3.Clamp$$anonymous$$agnitude (myRigid.velocity, speed);
         if (!airBrakes) {
             myRigid.AddRelativeForce (Vector3.forward * speed);
         }
 
         if (airBrakes) {
             myRigid.AddRelativeForce (-Vector3.forward * speed);
         }
 
         myRigid.AddRelativeTorque ((Input.GetAxis ("$$anonymous$$ouse Y")) * yawSpeed, 0, (-Input.GetAxis ("$$anonymous$$ouse X")) * pitchSpeed);
 
         if (Input.Get$$anonymous$$ey ($$anonymous$$eyCode.A)) {
             myRigid.AddRelativeTorque(0,(Input.GetAxis("Horizontal") * yawSpeed * 2),0);
         }
         if (Input.Get$$anonymous$$ey ($$anonymous$$eyCode.D)) {
             myRigid.AddRelativeTorque(0,(Input.GetAxis("Horizontal") * yawSpeed * 2),0);
         }
 
         if (Input.Get$$anonymous$$ey ($$anonymous$$eyCode.W)) {
             myRigid.AddRelativeForce (Vector3.forward * speed * 3);
         }
 
         if (Input.Get$$anonymous$$eyDown ($$anonymous$$eyCode.S)) {
             airBrakes = true;
         }
 
         if (Input.Get$$anonymous$$eyUp ($$anonymous$$eyCode.S)) {
             airBrakes = false;
         }
 
         if (Input.Get$$anonymous$$ey ($$anonymous$$eyCode.Q)) {
             myRigid.AddRelativeForce (Vector3.left * sideThrusterForce);
         }
         if (Input.Get$$anonymous$$ey ($$anonymous$$eyCode.E)) {
             myRigid.AddRelativeForce (Vector3.right * sideThrusterForce);
         }
         if (Input.Get$$anonymous$$ey ($$anonymous$$eyCode.Space)) {
             myRigid.AddRelativeForce (Vector3.up * sideThrusterForce);
         }
         if (Input.Get$$anonymous$$ey ($$anonymous$$eyCode.C)) {
             myRigid.AddRelativeForce (Vector3.down * sideThrusterForce);
         }
     }
 }

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Answer by N1warhead · Mar 26, 2017 at 11:30 AM

Figured it out finally guys... I tried to use a Capsule Collider and apparently it messes with the way the physics work, so I did a Convex Mesh collider and now it works just right...

Not sure if that's a bug or normal. But it works lol.

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