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This question was closed Feb 17, 2016 at 09:53 AM by xyHeat for the following reason:

Maybe too complicated for me at this state

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Question by xyHeat · Feb 16, 2016 at 01:06 PM · rigidbodycontrolplanes

AirPlane in Unity 3d [C#]

Hello everybody ! Today i'm creating an Airplane game (in order to make an multiplayer battle game ( for me and my friends) and i was asking me: to make a good plane, must I put a rigid Body to all components of my plane or just to my motor ? this is my plane Object :

 AirPlane (Empty Game Object)
          Motor
          Base
          Fr_Wings
          Bc_Wings


Else if you have some advices for me, i will enjoy read them :)

Bye, xyHeat

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avatar image xyHeat · Feb 16, 2016 at 01:33 PM 0
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For the moment i put this code on the empty game object :

 using UnityEngine;
 using System.Collections;
 using UnityEngine.Networking;
 
 
 namespace AirCube
 {
     public class PlayerControl : NetworkBehaviour
     {


         void Update()
         {
             transform.position += transform.forward * Time.deltaTime * 35; // changed with a float
 
             transform.Rotate(Input.GetAxis("Vertical"), 0.0f, -Input.GetAxis("Horizontal"));
         }
 
     }
 }

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Answer by xyHeat · Feb 16, 2016 at 01:59 PM

I have a problem with this code : if i put a rigid body on the plane, i lose the control and when it remove this component, my plane pass through block :/

Someone can help me ?

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avatar image Statement · Feb 16, 2016 at 03:09 PM 0
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Dont modify transform.position or rotation. Use rigidbody ins$$anonymous$$d. However making a nice plane simulation is a little more involved than applying rotation like so.

avatar image xyHeat Statement · Feb 17, 2016 at 09:54 AM 0
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Thank you for your Answer

avatar image xyHeat · Feb 17, 2016 at 09:53 AM 0
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I think that it's too complex for me at this state, I should learn more coding before lunch myself in this project ! So i will learn more the basics of deplacments with rigid body and addforce and all the other !

So I close this post and Bye ! :)

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