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Question by
chemicalvamp · Oct 19, 2011 at 12:11 AM ·
rotationphysicsforce
3D Space thruster force problem.
Simple spaceflight force, it needs tweaking.. But my problem is that it always adds the force applied relative to world, and not local rotation. How can I fix that?
using UnityEngine;
using System.Collections;
[RequireComponent(typeof(Rigidbody))]
public class PhysicsFlyer : MonoBehaviour
{
public float maxThrust = 15f;
public float maxStrafe = 10f;
public float engineForce = 2f;
public float maxVelocityChange = 2f;
public float accelerationSmooth = 20;
private Vector3 velocityChange;
void FixedUpdate()
{
velocityChange = new Vector3(Input.GetAxis("Horizontal") * engineForce, Input.GetAxis("Vertical") * engineForce, 0);
if (velocityChange.magnitude > 1)
velocityChange = velocityChange.normalized;
velocityChange += new Vector3(0, 0, Input.GetAxis("Mouse ScrollWheel") * engineForce * 10);
velocityChange.x = Mathf.Clamp(velocityChange.x, -maxStrafe, maxStrafe);
velocityChange.y = Mathf.Clamp(velocityChange.y, -maxStrafe, maxStrafe);
velocityChange.z = Mathf.Clamp(velocityChange.z, -maxThrust, maxThrust);
rigidbody.AddForce(velocityChange, ForceMode.VelocityChange);
}
}
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Best Answer
Answer by syclamoth · Oct 19, 2011 at 12:42 AM
You can always use
Vector3 globalVelocity = transform.TransformDirection(velocityChange);
which uses your transform's inbuilt ability to translate between local and global coordinates!
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