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Question by Kourosh · Nov 22, 2010 at 01:58 PM · rotationrigidbodyaddforce

Is it advisable to apply forces and rotations on a same object?

Hi,Lets say one wants to work on a kinda hovercraft or a helicopter, I found it a bit odd to apply rotations and forces at the same time, cause with considering the 6 degrees of freedom, I applied the Roll,Yaw,Pitch using transform.Rotate but for moving up/down,forw/back,left/right i applied rigidbody.AddForce. you can see conflicts between force and rotation, as if the helicopter shivers on turning to sides or moving forward/back. So what is the best way of doing this? is there any way to get rid of the shivering or i should totally work with only one system. either rotation or force? thanks,

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Answer by duck · Nov 22, 2010 at 02:01 PM

Generally it is not advisable to mix physics motion (forces, torque, etc), with direct manipulation of the object's transform.

I think you should probably be using AddTorque to add rotational force to your helicopter.

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avatar image Proclyon · Nov 22, 2010 at 02:14 PM 0
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Agreed, dedicate to physics for this one. Not the transform.

avatar image Kourosh · Nov 24, 2010 at 11:25 AM 0
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thanks,the only problem is to deal with limiting the rotations and interpolations.

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Answer by Ashkan_gc · Apr 26, 2011 at 01:59 AM

it's better to use torque but if you need to directly modify the position/rotation of rigidbodies, first of all do it in FixedUpdate and not Update to interact properly with other physics methods and objects and use Rigidbody.MoveRotation rotating them and Rigidbody.MovePosition for moving them. even move kinematic (i.e isKinematic set to true) rigidbodies with these methods to make them interact correctly and even apply friction.

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