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Question by Textermer · May 08, 2017 at 12:57 PM · c#physicsrigidbodyplayergravity

Gravity and rotation control

I am making a game where you can change your gravity to 6 diffirent directions. I am using the standard rigidbody fps character controller as the player. I have 2 problems however. 1: the change in gravity affects the whole world and not just the player, i only want it to affect the player. 2: I have code to rotate the player but however it wont rotate the controller, i have tried to do it in the inspector during play mode but that didnt work either. Here is the code (I havent finished filling in all the rotations):`using System.Collections; using System.Collections.Generic; using UnityEngine;

public class Gravity : MonoBehaviour {

 public float GravityDirection = 1;

 // Gravity direction 1 is the normal dirrection of gravity

 void Start () {
     
 }
 
 void FixedUpdate ()
 {
     #region Find if keys down
     if (Input.GetKeyDown(KeyCode.Alpha1)  && GravityDirection != 1)
     {
         GravityDirection = 1;
     }

     if (Input.GetKeyDown(KeyCode.Alpha2) && GravityDirection != 2)
     {
         GravityDirection = 2;
     }

     if (Input.GetKeyDown(KeyCode.Alpha3) && GravityDirection != 3)
     {
         GravityDirection = 3;
     }

     if (Input.GetKeyDown(KeyCode.Alpha4) && GravityDirection != 4)
     {
         GravityDirection = 4;
     }

     if (Input.GetKeyDown(KeyCode.Q) && GravityDirection != 5)
     {
         GravityDirection = 5;
     }

     if (Input.GetKeyDown(KeyCode.E) && GravityDirection != 6)
     {
         GravityDirection = 6;
     }
     #endregion

     #region Change gravity
     if (GravityDirection == 1)
     {
         Physics.gravity = new Vector3(0, -9.81f, 0);
         if (GravityDirection == 2)
         {
             transform.Rotate(180, 0, 0);
         }
         if (GravityDirection == 3)
         {
             transform.Rotate(0, 0, 0);
         }
         if (GravityDirection == 4)
         {
             transform.Rotate(0, 0, 0);
         }
         if (GravityDirection == 5)
         {
             transform.Rotate(0, 0, 0);
         }
         if (GravityDirection == 6)
         {
             transform.Rotate(0, 0, 0);
         }

     }

     if (GravityDirection == 2)
     {
         Physics.gravity = new Vector3(0, 9.81f, 0);
         if (GravityDirection == 1)
         {
             transform.Rotate(180, 0, 0);
         }
         if (GravityDirection == 3)
         {
             transform.Rotate(0, 0, 0);
         }
         if (GravityDirection == 4)
         {
             transform.Rotate(0, 0, 0);
         }
         if (GravityDirection == 5)
         {
             transform.Rotate(0, 0, 0);
         }
         if (GravityDirection == 6)
         {
             transform.Rotate(0, 0, 0);
         }
     }

     if (GravityDirection == 3)
     {
         Physics.gravity = new Vector3(0, 0, -9.81f);
         if (GravityDirection == 2)
         {
             transform.Rotate(-90, 0, 0);
         }
         if (GravityDirection == 1)
         {
             transform.Rotate(90, 0, 0);
         }
         if (GravityDirection == 4)
         {
             transform.Rotate(0, 0, 0);
         }
         if (GravityDirection == 5)
         {
             transform.Rotate(0, 0, 0);
         }
         if (GravityDirection == 6)
         {
             transform.Rotate(0, 0, 0);
         }
     }

     if (GravityDirection == 4)
     {
         Physics.gravity = new Vector3(0, 0, 9.81f);
         if (GravityDirection == 2)
         {
             transform.Rotate(90, 0, 0);
         }
         if (GravityDirection == 3)
         {
             transform.Rotate(0, 0, 0);
         }
         if (GravityDirection == 1)
         {
             transform.Rotate(-90, 0, 0);
         }
         if (GravityDirection == 5)
         {
             transform.Rotate(0, 0, 0);
         }
         if (GravityDirection == 6)
         {
             transform.Rotate(0, 0, 0);
         }
     }

     if (GravityDirection == 5)
     {
         Physics.gravity = new Vector3(-9.81f, 0, 0);
         if (GravityDirection == 2)
         {
             transform.Rotate(0, 0, 90);
         }
         if (GravityDirection == 3)
         {
             transform.Rotate(0, 0, 0);
         }
         if (GravityDirection == 4)
         {
             transform.Rotate(0, 0, 0);
         }
         if (GravityDirection == 1)
         {
             transform.Rotate(0, 0, -90);
         }
         if (GravityDirection == 6)
         {
             transform.Rotate(0, 0, 0);
         }
     }

     if (GravityDirection == 6)
     {
         Physics.gravity = new Vector3(9.81f, 0, 0);
         if (GravityDirection == 2)
         {
             transform.Rotate(0, 0, -90);
         }
         if (GravityDirection == 3)
         {
             transform.Rotate(0, 0, 0);
         }
         if (GravityDirection == 4)
         {
             transform.Rotate(0, 0, 0);
         }
         if (GravityDirection == 5)
         {
             transform.Rotate(0, 0, 0);
         }
         if (GravityDirection == 1)
         {
             transform.Rotate(0, 0, 90);
         }
     }
     #endregion
 }

} `

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avatar image Sergio7888 · May 08, 2017 at 08:43 PM 0
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Try use a "Constant Force" component to a add counter force to nullify the gravity plus the the force in the direction you want.

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