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Attaching First Person Controller to Kinematic Rigidbody
I have problems using the kinematic rigidbody with my first person controller, I'm creating a basic script that after 2 seconds, the player's position will be reposition with another cube and be parented under it and then the cube's animation will play, resulting in the first person controller following the cube, but the problem is the first person controller still have gravity enabled.
I created a map with a hole in the middle and the animation is supposed to make the cube fly over the hole, but the first person controller follows the cube halfway and starts to fall through the hole because of gravity.
This is the current code I wrote
using UnityEngine;
using System.Collections;
public class SlipstreamSkill : MonoBehaviour {
public GameObject point;
void Awake () {
point = GameObject.Find("cube");
}
// Use this for initialization
IEnumerator Start () {
transform.parent.parent = point.transform;
yield return new WaitForSeconds(2);
transform.parent.localPosition = new Vector3(0,0,0);
point.animation.Play();
}
// Update is called once per frame
void Update () {
}
}
Is there anyway to make the first person controller follow the animation fully, ignoring physics?
thanks in advance
Answer by JasonM · Jul 14, 2011 at 12:05 AM
when i say 'use Gravity' im refering to the rigidbody, which uses PhysX to apply force to the rigidbody. As far as i know the gravity var in the FPC is just a downward acceleration, not true physics.
Your first step would be to set the FPC grav to 0, and leave it at that. Then youll want to make sure your 'use gravity' is checked all the time. Now if you want to stop gravity simply check 'is kinematic' under it, in script its rigidbody.IsKinematic = true/false;
aside from that just parent it and unparent it, which your already doing.
jason
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