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Question by TinyUtopia · May 07, 2010 at 06:33 PM · physicsaddforcedirectionaddrelativeforce

Adjust object forward to force direction

I am pushing a cube around on a plane using AddRelativeForce. Expectedly, the cube does not change it's orientation when doing this. How can I orient the cube so that the positive Z is always facing the direction that the object is moving. In other words, if I created a direction bt taking the position of the last frame and the position of the current frame, how would I point the Z of the cube in that direction?

var xdirection : float; var ydirection : float;

function Update(){ //This in the user calibrated acceleration input code xdirection = Input.GetAxis ("Vertical") ; ydirection = Input.GetAxis ("Horizontal") ; }

function FixedUpdate () {

 var relativeForce = Vector3(ydirection, 0, xdirection);
 rigidbody.AddRelativeForce (relativeForce);

}

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Answer by Mike 3 · May 07, 2010 at 06:38 PM

something along the lines of this

var xdirection : float; var ydirection : float;

function Update(){ //This in the user calibrated acceleration input code xdirection = Input.GetAxis ("Vertical") ; ydirection = Input.GetAxis ("Horizontal") ; }

function FixedUpdate () {

 var relativeForce = Vector3(ydirection, 0, xdirection);
 rigidbody.AddRelativeForce (relativeForce);
 if(relativeForce.magnitude > 0.01)
     rigidbody.rotation = Quaternion.LookRotation(relativeForce);

}

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avatar image TinyUtopia · May 07, 2010 at 06:53 PM 0
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That's it $$anonymous$$ike. I just needed to change AddRelativeForce to AddForce so the cube would continue the direction indicated by 'relativeForce'. Guess I should change that variable name!

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