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Question by Textermer · May 05, 2017 at 01:13 PM · rotationphysicsgravity

rotation and gravity control

i am using a rigidbody FPS controller. i have a script that changes gravity direction, however it affects all rigidbodys! i only want it to affect the controller. I have code that is ment to rotate the controller once the gravity is changed but it dosent rotate it:

 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 
 public class Gravity : MonoBehaviour {
 
     public float GravityDirection = 1;
 
     // Gravity direction 1 is the normal dirrection of gravity
 
     void Start () {
         
     }
     
     void FixedUpdate ()
     {
         #region Find if keys down
         if (Input.GetKeyDown(KeyCode.Alpha1)  && GravityDirection != 1)
         {
             GravityDirection = 1;
         }
 
         if (Input.GetKeyDown(KeyCode.Alpha2) && GravityDirection != 2)
         {
             GravityDirection = 2;
         }
 
         if (Input.GetKeyDown(KeyCode.Alpha3) && GravityDirection != 3)
         {
             GravityDirection = 3;
         }
 
         if (Input.GetKeyDown(KeyCode.Alpha4) && GravityDirection != 4)
         {
             GravityDirection = 4;
         }
 
         if (Input.GetKeyDown(KeyCode.Q) && GravityDirection != 5)
         {
             GravityDirection = 5;
         }
 
         if (Input.GetKeyDown(KeyCode.E) && GravityDirection != 6)
         {
             GravityDirection = 6;
         }
         #endregion
 
         #region Change gravity
         if (GravityDirection == 1)
         {
             Physics.gravity = new Vector3(0, -9.81f, 0);
             if (GravityDirection == 2)
             {
                 transform.Rotate(180, 0, 0);
             }
             if (GravityDirection == 3)
             {
                 transform.Rotate(0, 0, 0);
             }
             if (GravityDirection == 4)
             {
                 transform.Rotate(0, 0, 0);
             }
             if (GravityDirection == 5)
             {
                 transform.Rotate(0, 0, 0);
             }
             if (GravityDirection == 6)
             {
                 transform.Rotate(0, 0, 0);
             }
 
         }
 
         if (GravityDirection == 2)
         {
             Physics.gravity = new Vector3(0, 9.81f, 0);
             if (GravityDirection == 1)
             {
                 transform.Rotate(180, 0, 0);
             }
             if (GravityDirection == 3)
             {
                 transform.Rotate(0, 0, 0);
             }
             if (GravityDirection == 4)
             {
                 transform.Rotate(0, 0, 0);
             }
             if (GravityDirection == 5)
             {
                 transform.Rotate(0, 0, 0);
             }
             if (GravityDirection == 6)
             {
                 transform.Rotate(0, 0, 0);
             }
         }
 
         if (GravityDirection == 3)
         {
             Physics.gravity = new Vector3(0, 0, -9.81f);
             if (GravityDirection == 2)
             {
                 transform.Rotate(-90, 0, 0);
             }
             if (GravityDirection == 1)
             {
                 transform.Rotate(90, 0, 0);
             }
             if (GravityDirection == 4)
             {
                 transform.Rotate(0, 0, 0);
             }
             if (GravityDirection == 5)
             {
                 transform.Rotate(0, 0, 0);
             }
             if (GravityDirection == 6)
             {
                 transform.Rotate(0, 0, 0);
             }
         }
 
         if (GravityDirection == 4)
         {
             Physics.gravity = new Vector3(0, 0, 9.81f);
             if (GravityDirection == 2)
             {
                 transform.Rotate(90, 0, 0);
             }
             if (GravityDirection == 3)
             {
                 transform.Rotate(0, 0, 0);
             }
             if (GravityDirection == 1)
             {
                 transform.Rotate(-90, 0, 0);
             }
             if (GravityDirection == 5)
             {
                 transform.Rotate(0, 0, 0);
             }
             if (GravityDirection == 6)
             {
                 transform.Rotate(0, 0, 0);
             }
         }
 
         if (GravityDirection == 5)
         {
             Physics.gravity = new Vector3(-9.81f, 0, 0);
             if (GravityDirection == 2)
             {
                 transform.Rotate(0, 0, 90);
             }
             if (GravityDirection == 3)
             {
                 transform.Rotate(0, 0, 0);
             }
             if (GravityDirection == 4)
             {
                 transform.Rotate(0, 0, 0);
             }
             if (GravityDirection == 1)
             {
                 transform.Rotate(0, 0, -90);
             }
             if (GravityDirection == 6)
             {
                 transform.Rotate(0, 0, 0);
             }
         }
 
         if (GravityDirection == 6)
         {
             Physics.gravity = new Vector3(9.81f, 0, 0);
             if (GravityDirection == 2)
             {
                 transform.Rotate(0, 0, -90);
             }
             if (GravityDirection == 3)
             {
                 transform.Rotate(0, 0, 0);
             }
             if (GravityDirection == 4)
             {
                 transform.Rotate(0, 0, 0);
             }
             if (GravityDirection == 5)
             {
                 transform.Rotate(0, 0, 0);
             }
             if (GravityDirection == 1)
             {
                 transform.Rotate(0, 0, 90);
             }
         }
         #endregion
     }
 }
 
 

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Answer by FM-Productions · May 05, 2017 at 01:24 PM

Hi,

Setting Physics.gravity is always applied to all RigidBodies in the scene! You could, however, disable "useGravity" on your specific Rigidbody and handle the gravity function yourself, maybe by applying a constant acceleration force to your rigidbody:

Example, in the Start function get your rigidbody, store it as local class variable:

 rigidbody = GetComponent<Rigidbody>();
 rigidbody.useGravity = false;

In the FixedUpdate() function, apply your custom gravity:

 Vector3 gravity = customGravity * customGravityVector3;
 rigidbody.AddForce(gravity, ForceMode.Acceleration);

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