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Question by Prt0100 · Aug 16, 2013 at 10:01 PM · rotationfirst person controller

Rotating on the DragRigidBody.js

I am creating a system that allows the player to build fortifications in first person. So far I have the DragRigidbody.js attached to the player and have the Screen.LockCursor enabled, so the player is building in first person, which works. The problem is that this is extremely clunky and I need a way to rotate the objects. I want a way to have the player hold 'E' and move the mouse, then take that input and add to the rotation values of the rigidbody. Basically, the Physgun rotation from Garry's Mod. Here is the code as I have it.

 var spring = 50.0;
 var damper = 5.0;
 var drag = 10.0;
 var angularDrag = 5.0;
 var distance = 0.2;
 var attachToCenterOfMass = false;
 
 private var springJoint : SpringJoint;
 
 function Update ()
 {
     // Make sure the user pressed the mouse down
     if (!Input.GetMouseButtonDown (0))
         return;
 
     var mainCamera = FindCamera();
         
     // We need to actually hit an object
     var hit : RaycastHit;
     if (!Physics.Raycast(mainCamera.ScreenPointToRay(Input.mousePosition),  hit, 100))
         return;
     // We need to hit a rigidbody that is not kinematic
     if (!hit.rigidbody || hit.rigidbody.isKinematic)
         return;
     
     if (!springJoint)
     {
         var go = new GameObject("Rigidbody dragger");
         var body : Rigidbody = go.AddComponent ("Rigidbody") as Rigidbody;
         springJoint = go.AddComponent ("SpringJoint");
         body.isKinematic = true;
     }
     
     springJoint.transform.position = hit.point;
     if (attachToCenterOfMass)
     {
         var anchor = transform.TransformDirection(hit.rigidbody.centerOfMass) + hit.rigidbody.transform.position;
         anchor = springJoint.transform.InverseTransformPoint(anchor);
         springJoint.anchor = anchor;
     }
     else
     {
         springJoint.anchor = Vector3.zero;
     }
     
     springJoint.spring = spring;
     springJoint.damper = damper;
     springJoint.maxDistance = distance;
     springJoint.connectedBody = hit.rigidbody;
     
     StartCoroutine ("DragObject", hit.distance);
     
     
     **if (Input.GetKey ("e")) {
         hit.rigidbody.AddForce(100,0,0);**
     }
 }
 
 function DragObject (distance : float)
 {
     var oldDrag = springJoint.connectedBody.drag;
     var oldAngularDrag = springJoint.connectedBody.angularDrag;
     springJoint.connectedBody.drag = drag;
     springJoint.connectedBody.angularDrag = angularDrag;
     var mainCamera = FindCamera();
     while (Input.GetMouseButton (0))
     {
         var ray = mainCamera.ScreenPointToRay (Input.mousePosition);
         springJoint.transform.position = ray.GetPoint(distance);
         yield;
     }
     if (springJoint.connectedBody)
     {
         springJoint.connectedBody.drag = oldDrag;
         springJoint.connectedBody.angularDrag = oldAngularDrag;
         springJoint.connectedBody = null;
     }
 }
 
 function FindCamera ()
 {
     if (camera)
         return camera;
     else
         return Camera.main;
 }


Line 54 and 55 are where I made an attempt to get this to work, or at least test it with the 'E' key, but nothing happened. Any help is appreciated!

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avatar image Lost_C4 · Mar 23, 2014 at 10:28 PM 0
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The rigidbody may be kinematic.

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