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Question by nadiatj15 · Apr 30, 2020 at 10:53 AM · rotationterrainboat

Why can't I stop my boat from rotating when it hits terrain? ,BoatController (player) rotates when collide with terrain

Hi all,

I would appreciate very much if you could help me with my problem.

I have a Boat Controller (player) which rotates when it collides with my terrain. I want it to stop. My script looks like this:

using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.UI; using UnityEngine.SceneManagement;

public class BoatController : MonoBehaviour { public float speed = 2.0f; public float acceleration = 20.0f; public float maxspeed = 30.0f; public float minspeed = 1.0f; public float heading = 5.0f; public float rudder = 40.0f; public float rudderDelta = 40.0f; public float maxRudder = 1000.0f; public float bob = 0.2f; public float bobFrequency = 0.5f; public GameObject fish; public AudioClip correctSound; public AudioClip wrongSound; public AudioSource soundSource; public Text winText; public Text loseText; public Button winButton; public Button loseButton;

 private float elapsed = 0.0f;
 private float seaLevel = 0.0f;
 private GameObject rudderControl;
 private float rudderAngle = 5.0f;
 private Rigidbody rb;

 float signedSqrt(float x)
 {
     float r = Mathf.Sqrt(Mathf.Abs(x));
     if (x < 0)
     {
         return -r;
     }
     else
     {
         return r;
     }
 }

void Start() { winText.text = ""; loseText.text = ""; winButton.gameObject.SetActive(false); loseButton.gameObject.SetActive(false);

 }

 void Update()
 {


     Debug.Log("Sailing script activated");
     // Bobbing
     elapsed += Time.deltaTime;
     float tempY = seaLevel + bob * Mathf.Sin(elapsed * bobFrequency * (Mathf.PI * 2));
     transform.position = new Vector3(transform.position.x, tempY, transform.position.z);

     // Steering
     rudder += Input.GetAxis("Horizontal") * rudderDelta * Time.deltaTime;
     if (rudder > maxRudder)
     {
         rudder = -maxRudder;
     }
     else if (rudder < -maxRudder)
     {
         rudder = maxRudder;
     }
     heading = (heading + rudder * Time.deltaTime * signedSqrt(speed)) % 360;
  
     // transform.Rotate(0, rudder * Time.deltaTime, 0);
     //transform.eulerAngles.y = heading;
     transform.eulerAngles = new Vector3(transform.eulerAngles.x, heading, transform.eulerAngles.z);
     //transform.eulerAngles.z = -rudder;
     transform.eulerAngles = new Vector3(transform.eulerAngles.x, -rudder, transform.eulerAngles.z);

     if (rudderControl != null)
     {
         rudderAngle = ((-60 * rudder) / maxRudder + heading) % 360;
         //rudderControl.transform.localEulerAngles.y = (70 * rudderAngle) % 360;
         rudderControl.transform.eulerAngles = new Vector3(0, rudderAngle, 0);


     }

  

     // Sail
     speed += Input.GetAxis("Vertical") * acceleration * Time.deltaTime;
     if (speed > maxspeed)
     {
         speed = maxspeed;
     }
     else if (speed < minspeed)
     {
         speed = minspeed;
     }

     transform.Translate(0, 0, speed * Time.deltaTime);



 void Awake()
 {

     seaLevel = transform.position.y;
     rudderControl = GameObject.Find("rudderControl");

 }

},

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