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Question by tedski999 · Feb 09, 2017 at 10:27 PM · 2drigidbody2d2d-physicsspacerelative movement

Moving a Rigidbody2D relative to another object

So let me first explain what I'm trying to achieve...

I have a top down space ship with rooms and corridors interior. The player is controlled in a twin stick fashion, using Rigidbody2D mechanics (AddForce, but could be changed). The player can also control the ship, which is controlled in much the same way, using AddTorque and no friction (because space :p).

Now my problem is both objects are rigidbodys. The player, even if parented to the spaceship, will stay in its own global position. I've already tried using the ships .velocity to change the players position and finding its transform.position velocity with a taking its old position and new position, and subtracting. But both of these result in unreliable or jittery positioning, especially at high speeds.

Also to be considered is the distance traveled by a ship, which I solved by splitting the game world into 'tiles', so that after traveling so far, you position is reset, and you are put in the next tile over in the game world. This is to prevent the player from straying to far from the origin point, 0,0,0.

Edit: Here's a screenshot alt text

screenshot-8.png (331.0 kB)
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