- Home /
Physics object slides while turning.
Hi there.
So I've got a ship that's flying around using:
m_Rigidbody.AddRelativeTorque( m_CurrentPitchSpeed, m_CurrentYawSpeed, -m_CurrentRollSpeed, ForceMode.Acceleration );
m_Rigidbody.AddRelativeForce( 0.0f, 0.0f, m_CurrentEngineThrust, ForceMode.Acceleration );
The ship sort of slides a bit as I turn, almost as if it's on ice. I tried changing ForceMode.Force, as well as tweaking my drag and thrust values. I can't seem to eliminate the sliding!
Anyone have any idea what's causing this and how I can correct it? It's makes precise maneuvering nearly impossible since you have to overcompensate your aim as you slide around.
Thanks for the help! -Matt
Answer by RyanZimmerman87 · Jul 26, 2013 at 11:44 PM
I usually just use transform for moving stuff since it's way easier than adding forces.
But judging from your description of it being like "ice" you might need to just adjust your "Mass", "Drag", "Angular Drag" properties in your rigid body. I think there may be other kinds of physics materials in Unity that might help but I never tried that.
Your answer
Follow this Question
Related Questions
AddTorque does not use ForceMode as expected (Different than AddForce) 1 Answer
Confusion with AddForce with ForceMode.Acceleration 1 Answer
arrows in unity 3d? 0 Answers
Adding torque in FixedUpdate 0 Answers
Rotate to look at with physics 2 Answers