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Question by Rad-Coders · Aug 15, 2015 at 10:55 AM · c#physicsrigidbody

How to limit orientation of object/rigidbody?

Hi, I am trying to solve a problem but it seems that the methods provided on the internet aren't suited and tend not to work. I am making spaceship game and I am trying to limit the roll of the ship. The idea is for it to stop applying force when it gets to a 10 degree angle and it must stay at 10 degrees unless the user turns to the other side.

I am a bit stubborn and would like to use forces and not transform when it comes to moving objects in my games. The other idea is to apply a counter force so that it stays at 10 degrees and yet again when the player turn to the other side a torque will be added to rotate it the other way. Here is the code, try to ignore the commented code.

Any help would be appreciated.

 using UnityEngine;
 using System.Collections;
 
 public class ShipControl : MonoBehaviour {
 
     public Rigidbody mainBodyRigid;
     public Rigidbody[] mainThrustForward = new Rigidbody[2];
 
     public int amountMainThrustForward;
 
     public float maxMainThrust;
     public float maxTurnTorque;
     public float maxRoll;
     public float minRoll;
 
     private float currentRoll;
     private float currentPitch;
     private float currentYaw;
 
     private Quaternion mainBodyRigidQuat;
     private Quaternion newRollQuat;
 
     private float thrust = 3000;
     void Start () 
     {
         mainBodyRigidQuat = mainBodyRigid.rotation;
         currentRoll = mainBodyRigidQuat.eulerAngles.x;
         currentPitch = mainBodyRigidQuat.eulerAngles.z;
         currentYaw = mainBodyRigidQuat.eulerAngles.y;
     }
     
 
     void Update () 
     {
         mainBodyRigidQuat = mainBodyRigid.rotation;
         currentRoll = mainBodyRigidQuat.eulerAngles.x;
         currentPitch = mainBodyRigidQuat.eulerAngles.z;
         currentYaw = mainBodyRigidQuat.eulerAngles.y;
         //newRollQuat = new Quaternion(10, currentYaw, currentPitch, mainBodyRigidQuat.w);
     }
 
     void FixedUpdate()
     {
 
         if(Input.GetKey(KeyCode.D))//Apply torque to rotate on x-axis(this is roll)
         {
 
             mainBodyRigid.AddRelativeTorque(new Vector3(0,thrust,0), ForceMode.Force);
         }
         if(Input.GetKey(KeyCode.A))))//Apply torque to rotate on x-axis(this is roll)

         {
             mainBodyRigid.AddRelativeTorque(new Vector3(0,thrust*(-1),0), ForceMode.Force);
         }
         
         if(currentRoll <= 10)
         {
                   //This is where I need help
         }
 
 
     
         
     }
 }
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