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Question by JSLeFever · Mar 17, 2018 at 04:28 AM · scripting problemobjects

Help with 1 script on 2 objects

So I have this script that gives spherical planets gravity that a player can walk on. It works great when only one planet is in the scene that has this script attached to it, but when I attach this script to more than one planet in the scene, it gets all wonky. The rotation of the player to the surface normals doesn't work anymore, and when I enter the other planet's gravity radius, the gravity doesn't work at all. I have no idea what is going on, since I had this working just fine earlier today. I'm not even sure that I changed anything at all from then, so any help is really appreciated. Please get back to me asap. Here is the script:

using UnityEngine; using System.Collections;

public class GravityAttractor : MonoBehaviour { //GravityAttractor planet; public float gravity = -9.8f; public float gravityRadius = 10.0f; public Color gizmosColor = Color.red; public Transform playerTarget; public GameObject player; Rigidbody rigidbody;

void Awake() { rigidbody = player.GetComponent();

 // Disable rigidbody gravity and rotation as this is simulated in GravityAttractor script
 rigidbody.useGravity = false;
 rigidbody.constraints = RigidbodyConstraints.FreezeRotation;

}

public void Attract(Rigidbody body) { Vector3 gravityUp = (body.position - transform.position).normalized; Vector3 localUp = body.transform.up;

 // Apply downwards gravity to body
 body.AddForce(gravityUp * gravity);
 // Allign bodies up axis with the centre of planet
 body.rotation = Quaternion.FromToRotation(localUp, gravityUp) * body.rotation;

}

void FixedUpdate() { float distance = Vector3.Distance( playerTarget.position, this.transform.position);

 if (distance < gravityRadius)
 {
     Attract(rigidbody);
     player.transform.SetParent(this.transform);
 }

 if(distance > gravityRadius)
 {
     player.transform.parent = null;
 }

}

void OnDrawGizmos() { Gizmos.color = gizmosColor; Gizmos.DrawWireSphere(transform.position, gravityRadius); }

}

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