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Question by Beloudest · Jul 08, 2016 at 07:34 AM · physicsforcephysx

Isolating physics of item attached to a moving rigid body

Hi how are you all? I have a slight challenge to resolve for a key feature in my Vive game. Essentially I have some physics -based controls the user can interact with attached to my vehicle which is also a rigid body that gets moved by force. I am in a situation where the controls are being heavily affected by the force of the vehicle moving, which I suppose we can call G-Force. What I would ideally like to do is isolate the physics based controls from the force of the moving vehicle, does anyone have any idea how to achieve this?

Thank you

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Answer by Beloudest · Jul 08, 2016 at 11:01 AM

I think I have found the only straightforward solution. Create a rigid body with Kinematic enabled and the connect the control to that rigid body with a joint and then use a transform and rotation follow script to move the kinematic rigid body with the vehicle and the controls will move along fine.

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avatar image twhyte · Aug 25, 2017 at 03:40 AM 0
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Thank you! this worked for me.

for anyone curious, a follow script is as simple as this

 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 
 public class Follow$$anonymous$$e : $$anonymous$$onoBehaviour {
     public GameObject toFollow;
 
     // Update is called once per frame
     void FixedUpdate () {
         transform.position = toFollow.transform.position;
         transform.rotation = toFollow.transform.rotation;
     }
 }
 

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