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Duplicate Question : http://forum.unity3d.com/threads/anti-gravity-hovercraft-racing-physics.256895/
Anti-Gravity Hovercraft Racing (Physics)
Hi,
I am working on a wipe-out like anti-gravity racing game, i need to know what would be the good approach
should I use transform.rotate and transform.translate for moving the hovercraft ( I have a working solution for this but that needs to be improved)
or should I go with the natural physics (I worked on this too by applying upward and downward forces, but on collisions, vehicle goes out of control, and i have no clue how to make it stable) Please suggest and any help with the script and physics will be greatly appreciated.
Thanks,
Answer by Kiwasi · Jul 14, 2014 at 09:50 AM
Use natural physics, it will be worth the short term headaches in the long run. To stop crazy out of control spins turn angular drag up.
On the other hand a frictionless vehicle would spin like crazy if it collided.
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