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Floating object on the water and stand on it.
Hi, I have a problem about floating object on the water.
Video: Example
I want stand on the ice and jump to next ice, but....ice is crazy rotation..how can I fix that?
My script(& I use mesh collider on the ice,is it right?):
using UnityEngine;
using System.Collections;
public class floatWater : MonoBehaviour {
public float offset = 1.5f;
public float speed = 0.8f;
private Vector3 startPos;
void Start() {
startPos = transform.position;
}
void Update() {
transform.position = startPos + Vector3.up * Mathf.Sin (Time.time * speed);
}
}
Thanks a lots for the help :(
Answer by jonnyhopper · Oct 24, 2013 at 08:18 PM
Hi!
In the rigidBody for the ice you can set Freeze Rotation for each axis in the Constraints section. Would that do what you need?
Jonny.
hey, thanks for the answer (:
Ice won't rotation now!! and I figure out why not my character cannot stand on it!
Thanks!!!
Check that the ice has a Collider on it (and it's the right size).
Also check the Collision $$anonymous$$atrix in Edit/Project Settings/Physics matches so that the layer the ice is set on and the character's layer are set to collide.
Hi, thanks for the answer continuously (:
I have find some script include boat movement and floating, but it was flipping down, do you know how can I fix this? (It can't freeze rotation, or it will be can't control)
$$anonymous$$y example video
This is my code:
var hoverHeight : float = 3;
var hoverHeightStrictness : float = 1.0;
var forwardThrust : float = 5000.0;
var backwardThrust : float = 2500.0;
var bankAmount : float = 0.1;
var bankSpeed : float = 0.2;
var bankAxis : Vector3 = new Vector3(-1.0, 0.0, 0.0);
var turnSpeed : float = 8000.0;
var forwardDirection : Vector3 = new Vector3(0.0, 0.0, 1.0);
var mass : float = 5.0;
// positional drag
var sqrdSpeedThresholdForDrag : float = 25.0;
var superDrag : float = 2.0;
var fastDrag : float = 0.5;
var slowDrag : float = 0.01;
// angular drag
var sqrdAngularSpeedThresholdForDrag : float = 5.0;
var superADrag : float = 32.0;
var fastADrag : float = 16.0;
var slowADrag : float = 0.1;
var playerControl : boolean = true;
private var bank : float = 0.0;
function SetPlayerControl(control : boolean)
{
playerControl = control;
}
function Start()
{
gameObject.rigidbody.mass = mass;
}
function FixedUpdate()
{
if ($$anonymous$$athf.Abs(thrust) > 0.01)
{
if (rigidbody.velocity.sqr$$anonymous$$agnitude > sqrdSpeedThresholdForDrag)
rigidbody.drag = fastDrag;
else
rigidbody.drag = slowDrag;
}
else
rigidbody.drag = superDrag;
if ($$anonymous$$athf.Abs(turn) > 0.01)
{
if (rigidbody.angularVelocity.sqr$$anonymous$$agnitude > sqrdAngularSpeedThresholdForDrag)
rigidbody.angularDrag = fastADrag;
else
rigidbody.angularDrag = slowADrag;
}
else
rigidbody.angularDrag = superADrag;
transform.position = Vector3.Lerp(transform.position, new Vector3(transform.position.x, hoverHeight, transform.position.z), hoverHeightStrictness);
var amountToBank : float = rigidbody.angularVelocity.y * bankAmount;
bank = $$anonymous$$athf.Lerp(bank, amountToBank, bankSpeed);
var rotation : Vector3 = transform.rotation.eulerAngles;
rotation *= $$anonymous$$athf.Deg2Rad;
rotation.x = 0;
rotation.z = 0;
rotation += bankAxis * bank;
rotation *= $$anonymous$$athf.Rad2Deg;
transform.rotation = Quaternion.Euler(rotation);
}
// thrust
private var thrust : float = 0;
private var turn : float = 0;
function Thrust( t : float )
{
thrust = $$anonymous$$athf.Clamp( t, -1.0, 1.0 );
}
function Turn(t : float)
{
turn = $$anonymous$$athf.Clamp( t, -1.0, 1.0 ) * turnSpeed;
}
private var thrustGlowOn : boolean = false;
function Update ()
{
var theThrust : float = thrust;
if (playerControl)
{
thrust = Input.GetAxis("ship_Vertical");
turn = Input.GetAxis("ship_Horizontal") * turnSpeed;
}
if (thrust > 0.0)
{
theThrust *= forwardThrust;
if (!thrustGlowOn)
{
thrustGlowOn = !thrustGlowOn;
Broadcast$$anonymous$$essage("SetThrustGlow", thrustGlowOn, Send$$anonymous$$essageOptions.DontRequireReceiver);
}
}
else
{
theThrust *= backwardThrust;
if (thrustGlowOn)
{
thrustGlowOn = !thrustGlowOn;
Broadcast$$anonymous$$essage("SetThrustGlow", thrustGlowOn, Send$$anonymous$$essageOptions.DontRequireReceiver);
}
}
rigidbody.AddRelativeTorque(Vector3.up * turn * Time.deltaTime);
rigidbody.AddRelativeForce(forwardDirection * theThrust * Time.deltaTime);
}
Hard to say with so much code. $$anonymous$$y first thought would be to comment out the bit that directly sets transform.rotation, and if that fixes it you'll know where to start looking.
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