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2D Mouse Look with Collisions
Is there any way to make a rigidbody look at the mouse and still use normal collisions? I'm trying to make a giant sword for my platformer character.
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Answer by MakinStuffLookGood · Feb 04, 2015 at 03:02 PM
Yes, as long as you use rigidbody.angularVelocity to manipulate the RB's rotation inside of FixedUpdate, you won't break collisions.
But honestly, I've just rotated objects by transform before even when they have an RB without much consequence. In this game for example, the character is using a rigid body and the walls and objects are static colliders, but mouse look is done with transform manipulations. Notice how when you turn your body when next to a wall or object, the character pushes away from it.