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Question by Ossorum · May 18, 2016 at 07:24 AM · movementmovement scriptmovingtanktanks

Skid steer type movement

I'm working a a tank game (I'm new to Unity but know coding) in Unity and I'm trying to make realistic movement (where each tread moves separately).

I don't want to use "wheel colliders" because it's really overkill, and I can't get it to work right anyway.

What I need is: the math for a function (with args for the 2 tread speeds), that will move the tank (using transform.Rotate & transform.Translate).

Like thus:

 void Update () {
     //get user input for tread speeds

     Move (leftSpeed,rightSpeed);
 }
 void Move(float leftSpeed, float rightSpeed) {
     //does calculations and moves tank
 }

I've spent quite a while, on many a night trying to figure this out; I'm hoping I can solve this!

BTW: This game is mechanically 2D, so the tank has a fixed Y pos (and no hilly terrain).

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Answer by Ossorum · May 19, 2016 at 06:02 AM

Wow, I may have gotten it to work!

Here's the function:

 void Move(float leftSpeed, float rightSpeed){
     int dir = 0;//direction
     float s = 0;//slow tread (closer to 0)
     float f = 0;//fast tread (farther from 0)

     if (leftSpeed == rightSpeed) {//going straight
         this.transform.Translate (new Vector3 (0, 0, leftSpeed * Time.deltaTime));
     } else {
         //---set fast/slow
         if (Mathf.Abs(leftSpeed) < Mathf.Abs(rightSpeed)) {
             dir = -1;
             s = leftSpeed;
             f = rightSpeed;
         } else {
             dir = 1;
             f = leftSpeed;
             s = rightSpeed;
         } 

         f *= Time.deltaTime; s *= Time.deltaTime;


         //---calculacte radius of inner drive circle
         float r;//radius of inner circle
         if (s == 0) {
             r = 0;
         } else {
             r = treadDistance / ((f/s) - 1);
         }

         //---calc theta (degrees to rotate)
         float t = (f / (r + treadDistance));//add treadDistance (and use f) to avoind divistion by 0

         //--calculate travel distance
         float distance = ((r + treadDistance / 2) * Mathf.Sin (t / 2) * 2);//distance to move at angle


         //---do the moving
         this.transform.Rotate (new Vector3 (0,(Mathf.Rad2Deg *t/2)*dir,0));//rotate halfway
         this.transform.Translate (new Vector3 (0,0,distance));//move
         this.transform.Rotate (new Vector3 (0,(Mathf.Rad2Deg *t/2)*dir,0));//rotate the rest
     }
 }



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