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Question by maroonrs2 · May 04, 2012 at 04:02 PM · rigidbodycharactermovingmaze

Force AddForce AddForceAtPosition Moving Objects According To Rotation

 var MoveForce:float = 10;
 var xSensitivity : float;
 var ySensitivity : float;
 var maxHeight : float;
 var minHeight : float;
 private var xPos : float;
 private var yPos : float;
 var myTrans : Transform;
 var camTrans : Transform;
 
 function Update () {
     yPos = Mathf.Clamp(yPos - Input.GetAxis ("Mouse Y") * ySensitivity, minHeight, maxHeight);
     xPos = xPos + Input.GetAxis("Mouse X") * xSensitivity;
     myTrans.rotation = Quaternion.AngleAxis(xPos, Vector3.up);
     camTrans.localRotation = Quaternion.AngleAxis(yPos, Vector3.right);
     rigidbody.SetMaxAngularVelocity(10);
     var inputVector : Vector3 = Vector3(Input.GetAxis("Horizontal"), 0, Input.GetAxis("Vertical"));
     rigidbody.AddForce(inputVector * MoveForce, ForceMode.Force);
 }



As you can see I use a simple rotation method. Then when you see the var inputVector, that is what stumps me. I will not move according to the direction. Only north south, you get the idea. I do not know whats going on and i have been looking in the reference. I want it to move on the angle by force on the rigidbody. I have x,y,z locked. Is that whats going on? Because I unlocked it too. I'm not using a character controller.

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avatar image maroonrs2 · May 04, 2012 at 11:00 PM 0
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7 Hours and not even a comment .-. -.- Well...

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Answer by Flynn · May 04, 2012 at 11:08 PM

Use

 tranform.InverseTransformDirection(dir);

To convert local directions to global coordinates.

For example:

 rigidbody.AddForce(tranform.TransformDirection(inputVector * MoveForce), ForceMode.Force);

Instead of the last line.

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avatar image aldonaletto · May 04, 2012 at 11:15 PM 0
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It's the opposite: TransformDirection converts local to world, and InverseTransformDirection converts world to local!

avatar image Flynn · May 04, 2012 at 11:22 PM 0
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$$anonymous$$y bad, I keep getting them mixed up

avatar image aldonaletto · May 04, 2012 at 11:26 PM 0
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Don't $$anonymous$$d, almost nobody (including me) remembers who's who!

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Answer by aldonaletto · May 04, 2012 at 11:14 PM

AddForce uses world space, thus the rigidbody will only move in the world axes. You should transform the inputVector to world space with transform.TransformDirection:

 var inputVector: Vector3 = Vector3(Input.GetAxis("Horizontal"), 0, Input.GetAxis("Vertical"));
 inputVector = transform.TransformDirection(inputVector); // transform
 rigidbody.AddForce(inputVector * MoveForce); // ForceMode.Force is the default mode

But be aware that you're applying a force to the rigidbody: the force produces an acceleration while it's being applied, thus removing the force (when you release the controls) will not stop the rigidbody - it will continue moving at its last velocity. You can set a big rigidbody.drag value to make it stop quickly, but this will also affect the vertical direction (it will fall in slow motion).
A possible solution is to implement your own horizontal drag function in FixedUpdate:

 var horizontalDrag: float = 0.06; // 0 = no drag, 1.0 = infinite drag

 function FixedUpdate(){
   var vel = rigidbody.velocity; // get the current velocity...
   vel *= 1.0 - horizontalDrag;  // apply the drag friction...
   vel.y = rigidbody.velocity.y; // but keep the original y velocity
   rigidbody.velocity = vel;     // then apply it to rigidbody.velocity
 }

NOTE: Keep rotations freezed in all axes, or your rigidbody will start spinning after any collision!

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