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Clamp Bike Rotation
Hello! This is about my second week of using Unity, but I've started a game for my friend. My dirt bike model is falling because it is rotating so much. (this happens only when you go on a ramp, it is a long fall and you rotate alot). Here is my steering code:
var frontWheel1: WheelCollider;
var frontWheel2: WheelCollider;
var backWheel1: WheelCollider;
var backWheel2: WheelCollider;
var backWheel: Transform;
var frontWheel: Transform;
var power: int;
var steerPower: float;
var sharpPower: float;
//var steerEquiv: float;
var brakePower: float;
var newCenter: Vector3;
function Update () {
backWheel1.motorTorque = backWheel2.motorTorque = (-Mathf.Clamp(Input.GetAxis("Vertical"),-1,1)*power);
backWheel1.brakeTorque = backWheel2.brakeTorque = (Input.GetAxis("Vertical") == 0 ? brakePower : 0);
//backWheel.Rotate(0,(backWheel1.steerAngle+backWheel2.steerAngle)/(2*steerEquiv),0);
//frontWheel.Rotate(0,(frontWheel1.steerAngle+frontWheel2.steerAngle)/(2*steerEquiv),0);
frontWheel1.steerAngle = frontWheel2.steerAngle = (Input.GetButton("Sharp Turn")) ? sharpPower : steerPower * Input.GetAxis("Horizontal");
}
function Start(){
rigidbody.centerOfMass = newCenter;
}
How would I clamp its Z rotation?
maybe this is not the same but here you can find the way: http://answers.unity3d.com/questions/33753/car-tire-rotating-to-the-incorrect-direction/33765#33765
Sorry but its not... The wheels are going in the right direction, it's just that the whole bike rotates too much
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