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Question by Silvx · Dec 24, 2017 at 06:52 AM · rotationphysicsrigidbodyquaternion

transform.Rotate and Rigidbody.MovePosition

Hello there, I'm trying to do a hover vehicle racing game (a WipeOut clone)

Initially I'm trying to make the ship rotate around itself depending of the Horizontal axis, and that works well, but when I try to add a constrained rotation emulating the oscilation of the ship when turning, both rotations seem to "clash" and they don't work together as they should.

My code right now is like this:

 void Turning () {
     float oscilation = -15f;
     if (inputHorizontal != 0) {
         transform.Rotate(0, inputHorizontal * turnSpeed, 0);
         Quaternion rot = Quaternion.Euler(0, 0, inputHorizontal * oscilation);
         rb.MoveRotation(rot);
     }
 }

 void FixedUpdate() {
     Turning();
 }

Any help?

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Answer by theterrificjd · Dec 24, 2017 at 09:09 AM

Take a quick look at https://docs.unity3d.com/ScriptReference/Transform.Rotate.html I think you may have your set up a bit incorrect.

I think it would be more like

 transform.Rotate(Vector3.right * (inputHorizontal * turnSpeed),Space.Self);

Also, make sure your rigidbody is kinematic for smooth MoveRotation function. Otherwise, it might be better to figure out a solution applying some combination of torque/angular drag/addforceatposition.

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