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Question by depsse · Mar 13, 2013 at 10:50 PM · cameracollisionrigidbody

Camera inside colliding rigidbody is thrown out

Hi, I'm working on a thing here where the player controls a spaceship and the view is from inside the cockpit. When the ship collides with another object the rigidbodies are behaving as intended.

My problem is that the camera is a child to the player ship as I want to be able to look around while flying, but soon after a collision the camera, that at first rotated along with the ship, is "thrown out of the cockpit" for some reason. It does not have a collider or a rigidbody, just a script that lets the player rotate it and move it slightly up and down.

If I observe the Inspector panel with the camera selected I can see that X,Y,Z is all 0,0,0 right up until a second or so after the collision where they all go crazy.

What is the cause of this and how can it be solved? Thanks.

EDIT:

It seemed the problem was that the scdipt that moved the camera up and down, and also rotate it, used transform.position and not transform.localPosition to move the camera in the Y axis. And after some violent turns after a collision this somehow made the position go nuts in all axis. I have not been able to reproduce the problem when using localPosition.

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avatar image robertbu · Mar 14, 2013 at 03:20 AM 0
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Its hard to know what is going on here without the code and perhaps more information. First is the player (which the camera is attached to), getting thrown out as well, or just the camera? Is the camera a child of the player, or does the camera follow by script? Is the player (or whatever anchoring object) destroyed as part of the collision?

avatar image depsse · Mar 14, 2013 at 07:18 AM 0
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The only child object is the camera, and the camera (still a child) is suddenly moved out of the ship. But I solved it soon after posting this (and answers didn't display this question for me so I thought it was somehow never added).

The problem was my "move up and down" script where I had something similar to: transform.position.y = $$anonymous$$athf.Clamp( transform.position.y, -1, 1 );

And it worked just fine up until a collision. The issue was solved by using localPosition ins$$anonymous$$d.

Thanks for your reply.

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