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Problem getting vehicles to stick to the road in an F-Zero style game
I recently started working on a F-Zero style game with some friends and I had some problems with the vehicles. I followed the instructions on this post Creating a Magnetic Vehicles but it quickly starts flying when there is a downhill. The vehicle will also pass through the ground even if he's levitating like twice his size in height. Here is the script I use to make my vehicle move along the track:
Physics.Raycast(transform.position, -transform.up, hit);
transform.rotation = Quaternion.LookRotation(transform.forward, hit.normal);
idealPosition = transform.position + ((hoverHeight-hit.distance) * hit.normal);
transform.position = idealPosition;
For the direction, I simply rotate the car when the player presses the arrow keys. For the propulsion, the car simply translate forward by a certain amount determined by his speed.
Could someone point me at what is wrong with my script and how I could improve it?
Answer by Robert955 · Feb 24, 2013 at 12:10 PM
hey I solved this issue by just altering the gravity like this:
RaycastHit hit;
if (Physics.Raycast(transform.position, -transform.up, 3f))
{
rigidbody.AddForce(-transform.up, ForceMode.Acceleration);
rigidbody.useGravity = false;
}
else
{
rigidbody.useGravity = true;
}
put gravity of rigidbody off in the inspector
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