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Question by Goubermouche · Feb 15, 2020 at 03:49 AM · collisioncontrollertank

Unity 3D rigidbody collision doesnt work correctly

hello i have recently started working on a pvp tank brawler and i ran into a problem: my controller (see below) is working perfectly apart from collisions - whenever my tank collides with anything else it starts to rotate and goes int a seemingly random direction. any help would be appreciated!

 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 
 public class controlls : MonoBehaviour
 {
     public int m_playerNumber = 1;
     public float m_speed = 12f;
     public float m_turnSpeed = 180f;
     public AudioSource m_movementAudio;
     public AudioClip m_engineIdle;
     public AudioClip m_engineDriving;
     public float m_PitchRange = 0.2f;
 
     private string m_movementAxisName;
     private string m_turnAxisName;
     private Rigidbody m_rigidbody;
     private float m_movementInputValue;
     private float m_turnInputValue;
     private float m_originalPitch;
 
     private void Awake()
     {
         m_rigidbody = GetComponent<Rigidbody>();
     }
 
     private void OnEnable()
     {
         m_rigidbody.isKinematic = false;
         m_movementInputValue = 0f;
         m_turnInputValue = 0f;
     }
 
     private void OnDisable()
     {
         m_rigidbody.isKinematic = true;
     }
 
     private void Start()
     {
         m_movementAxisName = "Vertical" + m_playerNumber;
         m_turnAxisName = "Horizontal" + m_playerNumber;
 
         m_originalPitch = m_movementAudio.pitch;
     }
 
     private void Update()
     {
         m_movementInputValue = Input.GetAxis(m_movementAxisName);
         m_turnInputValue = Input.GetAxis(m_turnAxisName);
 
         EngineAudio();
     }
 
     private void EngineAudio()
     {
         if (Mathf.Abs(m_movementInputValue) < 0.1f && Mathf.Abs(m_turnInputValue ) < 0.1f)
         {
             if (m_movementAudio.clip == m_engineDriving)
             {
                 m_movementAudio.clip = m_engineIdle;
                 m_movementAudio.pitch = Random.Range(m_originalPitch - m_PitchRange, m_originalPitch + m_PitchRange);
                 m_movementAudio.Play();
             }
         }
         else
         {
             if (m_movementAudio.clip == m_engineIdle)
             {
                 m_movementAudio.clip = m_engineDriving;
                 m_movementAudio.pitch = Random.Range(m_originalPitch - m_PitchRange, m_originalPitch + m_PitchRange);
                 m_movementAudio.Play();
             }
         }
     }
 
     private void FixedUpdate()
     {
         Move();
         Turn();
     }
 
     private void Move()
     {
         Vector3 movement = transform.forward * m_movementInputValue * m_speed * Time.deltaTime;
 
         m_rigidbody.MovePosition(m_rigidbody.position + movement);
     }
 
     private void Turn()
     {
         float turn = m_turnInputValue * m_turnSpeed * Time.deltaTime;
 
         Quaternion turnRotation = Quaternion.Euler(0f, turn, 0f);
 
         m_rigidbody.MoveRotation(m_rigidbody.rotation * turnRotation);
     }
 }

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avatar image JPhilipp · Feb 15, 2020 at 11:37 AM 0
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@Goubermouche What are your rigidbody settings, and have you tried to increase the rotational drag value?

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