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Question by therealbrandon · Aug 19, 2013 at 08:10 PM · physicsvehicle

How do you not allow a car to flip with Edy's phyics?

I've found many solutions through Unity Answers and Google as to how not to flip a car, and none are working sufficiently. I've tried lowered center of mass, setting rotation limits and snapping back, using a raycast to follow terrain, using a raycast for each wheel and crossing and normalized them for a new up vector, setting transform.up, setting, rotation, using RotateFromTo. I've tried it all, and nothing works that great.

I'm using Edy's physics and I want a vehicle that is unflippable similar to Mario Kart. How can I go about this? The antiroll bars seem to have the best idea... but I can still flip a car pretty easily, and once the car jumps off a ramp it can very easily roll mid-air.

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avatar image Benproductions1 · Aug 20, 2013 at 12:19 AM 0
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$$anonymous$$aro $$anonymous$$art uses it's own specific physics to negate such effects. If you want to replicate such physics, I suggest building the physics yourself, rather than effecting full fledged Rigidbody physics to accomplish the same thing.

Try thinking of the cart more as a character than a vehicle. $$anonymous$$aybe that will help

avatar image gus512 · Aug 20, 2013 at 01:49 AM 0
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How did you do the rotation limit, and what happened when you tried it? I can't think of a reason why it would not work, it definitely feels the right way to go to me.

avatar image therealbrandon · Aug 20, 2013 at 01:13 PM 0
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Yes, my own physics starting from a character controlling I think would be a good idea, though it would obviously be more time-consu$$anonymous$$g, which I cannot do at the moment. It seems like this should be doable within the confines, but I can't figure it out.

As for rotation limit I tried setting the X and Z rotations to only go to about 20, and then set them back, but it totally didn't work like expected, it was spazzy like everything else. I got the idea from here.

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