Wayback Machinekoobas.hobune.stream
May JUN Jul
Previous capture 12 Next capture
2021 2022 2023
1 capture
12 Jun 22 - 12 Jun 22
sparklines
Close Help
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
  • Help Room /
avatar image
1
Question by SFoxx28 · May 04, 2017 at 04:08 AM · scripting problemphysicsspacetop-downspaceflight

Can you point me in the direction of how to get space physics like the one in this video?

In this video notice how the player thrusts in one direction and must either reverse, or turn around and thrust in the opposite direction, to change the player's direction. Similar to actual space physics. There's no drag to slow the player's movement and unless the player hits something they're gonna keep on moving. How can I implement this in my own player environment? What components, what kind of scripts do I need? I'm a Unity beginner but I know some C#, your help will help me get started on the right track. Thank you.

If it helps this is the code I have so far for my player controller:

 public class Movement : MonoBehaviour {
 
     public float thrust;
     public float rotationSpeed;
     public Rigidbody rb;
 
 
     // Use this for initialization
     void Start () {
         rb = GetComponent<Rigidbody> ();
     }
     
     // Update is called once per frame
     void Update () {
 
         float moveX = Input.GetAxis ("Horizontal") * thrust;
 
         float moveZ = Input.GetAxis ("Vertical") * thrust;
 
         rb.freezeRotation = true;
         //rb.AddForce (0, 0, moveZ);
 
         rb.AddRelativeForce (Vector3.forward * moveZ);
 
         if (Input.GetKey (KeyCode.A))
             transform.Rotate (-Vector3.up * rotationSpeed * Time.deltaTime);
         else if (Input.GetKey (KeyCode.D))
             transform.Rotate (Vector3.up * rotationSpeed * Time.deltaTime);
         //rb.AddRelativeForce(Vector3.right * moveX * thrust);
 
 
     }
 }

Comment
Add comment · Show 1
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users
avatar image AwesomePossum · Feb 12, 2018 at 08:01 AM 0
Share

I'm trying to do something like this, too, but currently my ship just floats upward... :/

1 Reply

· Add your reply
  • Sort: 
avatar image
0

Answer by GamerGurkeLP · Feb 12, 2018 at 12:54 PM

You can implement a Physical-Material on your Players Rigidbody, in there you can set the Force with which the Player is held down. Also try changing the Gravity force in the Project Settings.

Comment
Add comment · Share
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Follow this Question

Answers Answers and Comments

164 People are following this question.

avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image

Related Questions

Can I ignore part of a vector3 for physics reasons? 0 Answers

How to move a kinematic rigidbody with touch? 0 Answers

Collider fires consistently, but Trigger does not? 0 Answers

Multiplayer vehicle game - physics or not to physics 0 Answers

Trajectory of ROCKET flying away from a planet 1 Answer


Enterprise
Social Q&A

Social
Subscribe on YouTube social-youtube Follow on LinkedIn social-linkedin Follow on Twitter social-twitter Follow on Facebook social-facebook Follow on Instagram social-instagram

Footer

  • Purchase
    • Products
    • Subscription
    • Asset Store
    • Unity Gear
    • Resellers
  • Education
    • Students
    • Educators
    • Certification
    • Learn
    • Center of Excellence
  • Download
    • Unity
    • Beta Program
  • Unity Labs
    • Labs
    • Publications
  • Resources
    • Learn platform
    • Community
    • Documentation
    • Unity QA
    • FAQ
    • Services Status
    • Connect
  • About Unity
    • About Us
    • Blog
    • Events
    • Careers
    • Contact
    • Press
    • Partners
    • Affiliates
    • Security
Copyright © 2020 Unity Technologies
  • Legal
  • Privacy Policy
  • Cookies
  • Do Not Sell My Personal Information
  • Cookies Settings
"Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere (more info here). Other names or brands are trademarks of their respective owners.
  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges