Wayback Machinekoobas.hobune.stream
May JUN Jul
Previous capture 12 Next capture
2021 2022 2023
1 capture
12 Jun 22 - 12 Jun 22
sparklines
Close Help
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
  • Help Room /
avatar image
0
Question by HanYol0 · Aug 11, 2016 at 05:16 PM · rotationphysicsrigidbodyquaterniontorque

Keep Rigidbody upright using torque.

Im trying to make some kind off physics based fighting game. The character is a flying cube witch cube hands (see video hah).

https://youtu.be/mmhmE8K2do0

         Quaternion deltaRotation = Quaternion.Inverse(RightHand.rotation) * transform.rotation;//Transform.rotation is the rotation i want to achive
         Vector3 deltaAngles = deltaRotation.ToEulerAngles();
         Vector3 worldDeltaAngles = RightHand.transform.TransformDirection(deltaAngles);
         float alignmentSpeed =  2f;
         float alignmentDamping = 0.01f;
         RightHand.AddTorque(alignmentSpeed* worldDeltaAngles- alignmentDamping * RightHand.angularVelocity);

I use this code to make the hands rotate with the body, it works well with empty hands(see green hand). But when i try to put an object in hand with larger mass than the hand itself i seem to get into problems.(hand mass = 0.5, sword mass =1). It seems like i don't have enough torque to deal with the elevated center of mass, but even if i multiply the torque a thousandfold i get the same results.

I have tried many different ways of doing this, the code above seemed to work the best.(Unarmed that is, i cant seem tho solve this problem in any way)

Too be honest, i found this code online and i dont really understand it 100%, cant really get my head around Quaternions. Im not a good programmer at all and i started playing around with unity a couple of days ago(This makes me wish i diddnt tho), so please bear with me.

If you can find i way to help me to get my cube-guy to hold his sword id be really greatfull.

Comment
Add comment
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

1 Reply

· Add your reply
  • Sort: 
avatar image
0
Best Answer

Answer by HanYol0 · Aug 12, 2016 at 05:31 PM

Fixed it, diddnt know about "Physics.maxAngularVelocity". Default 7, upped it to 100 and now it works fine.

Comment
Add comment · Share
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Follow this Question

Answers Answers and Comments

103 People are following this question.

avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image

Related Questions

Player rotates spastically on all axes when camera is turned 0 Answers

Determining if my target is standing upright 4 Answers

I am having issues with rotating the player. I know this is simple but kindly have a look. You will be flabbergasted. 1 Answer

Rotate rigidbody to specified rotation using AddForce 0 Answers

How can I get a rigid body object to face in the direction my joystick is pointing smoothly? 0 Answers


Enterprise
Social Q&A

Social
Subscribe on YouTube social-youtube Follow on LinkedIn social-linkedin Follow on Twitter social-twitter Follow on Facebook social-facebook Follow on Instagram social-instagram

Footer

  • Purchase
    • Products
    • Subscription
    • Asset Store
    • Unity Gear
    • Resellers
  • Education
    • Students
    • Educators
    • Certification
    • Learn
    • Center of Excellence
  • Download
    • Unity
    • Beta Program
  • Unity Labs
    • Labs
    • Publications
  • Resources
    • Learn platform
    • Community
    • Documentation
    • Unity QA
    • FAQ
    • Services Status
    • Connect
  • About Unity
    • About Us
    • Blog
    • Events
    • Careers
    • Contact
    • Press
    • Partners
    • Affiliates
    • Security
Copyright © 2020 Unity Technologies
  • Legal
  • Privacy Policy
  • Cookies
  • Do Not Sell My Personal Information
  • Cookies Settings
"Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere (more info here). Other names or brands are trademarks of their respective owners.
  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges