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Question by RafaelMarques · Dec 16, 2011 at 01:32 AM · iosiphonecontrol

AddRelativeForce forward and paralel to ground

Hello,

I'm new to unity script, and I'm facing one problem. I like to add force to my character. AddRelativeForce works fine, but when I face up direction the force create a vector up and the character go up. It's not the goal.

If you can help me I'll apreciate (the objective is skydive control to mobile game)

var turnSpeed : float = 10.0; var maxTurnLean : float = 50.0; var maxTilt : float = 50.0;

var sensitivity : float = 10.0;

var forwardForce : float = 800.0; var guiSpeedElement : Transform;

private var normalizedSpeed : float = 0.6; private var euler : Vector3 = Vector3.zero;

var horizontalOrientation : boolean = true;

function Awake () { if (horizontalOrientation) { iPhoneSettings.screenOrientation = iPhoneScreenOrientation.LandscapeLeft; } else { iPhoneSettings.screenOrientation = iPhoneScreenOrientation.Portrait; }

 guiSpeedElement.position = new Vector3 (0, normalizedSpeed, 0);

}

function Update () { for (var evt : Touch in Input.touches) { if (evt.phase == TouchPhase.Moved) { // normalizedSpeed = evt.position.y / Screen.height; // guiSpeedElement.position = new Vector3 (0, normalizedSpeed, 0); } } }

function FixedUpdate () { var accelerator : Vector3 = Input.acceleration;

 if (horizontalOrientation)
 {
     var t : float = accelerator.x;
     accelerator.x = -accelerator.y;
     accelerator.y = t;
     //print(t);
 }
 
 if (t < 0) //se cabrando anda menos horizontalmente
 {
     if(t <= -0.6) { //limita a cabrada
         t = -0.6;
         rigidbody.AddRelativeForce(0, 0, (normalizedSpeed*1.5) * forwardForce);
         rigidbody.AddForce(transform.up * (t *-1.5));
         print('cabrando: ' + t);
     }
 } else {
     rigidbody.AddRelativeForce(0, 0, (normalizedSpeed*2.5) * forwardForce);
     rigidbody.AddForce(transform.up * (t * -1.5));
     print('picando: ' + t);
 }
 
 //print(normalizedSpeed * forwardForce * t);
 // Rotate turn based on acceleration        
 euler.y += accelerator.x * turnSpeed;
 
 // Since we set absolute lean position, do some extra smoothing on it
 euler.z = Mathf.Lerp(euler.z, -accelerator.x * maxTurnLean, 0.2);

 // Since we set absolute lean position, do some extra smoothing on it
 euler.x = Mathf.Lerp(euler.x, accelerator.y * maxTilt, 0.2);
 
 // Apply rotation and apply some smoothing
 var rot : Quaternion = Quaternion.Euler(euler);
 transform.rotation = Quaternion.Lerp (transform.rotation, rot, sensitivity);
 rigidbody.AddForce(transform.forward * normalizedSpeed * 1000);

}

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Answer by aldonaletto · Dec 16, 2011 at 02:26 AM

Use only AddForce instead of AddRelativeForce: get the transform forward direction, zero y to keep only the horizontal direction, calculate the force, correct for cabrando/picando speeds, add the vertical force and apply the force to the rigidbody:

    ...
    // get the relative forward direction:
    var hDir = transform.forward; 
    hDir.y = 0; // keep only the horizontal direction
    // calculate the basic horizontal force:
    var force = hDir.normalized * forwardForce * normalizedSpeed;
    // correct for cabrando/picando
    if (t < 0){ //se cabrando anda menos horizontalmente
        if (t < -0.6) t = -0.6; // limit t
        force *= 1.5;
        print('cabrando: ' + t);
    } else {
        force *= 2.5;
        print('picando: ' + t);
    }
    // add the vertical component
    force.y = t * -1.5;
    // apply the force
    rigidbody.AddForce(force);
    ...
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