- Home /
Angular restrictions in a planetary setting.
Hi there,
at first I've to say I'm still a noob in scripting and in unity.
My game project has a full rigidbody character controller that is riding on one solo wheel collider combined with some configurable joints. I locked the angular X+ZMotion at the main configurable joint to avoid that the thing falls down. So far everything works. Today I tried to integrate the Faux gravity script of podperson to archive a plantary gameplay ( http://forum.unity3d.com/threads/8873-Faux-Gravity-making-my-brain-spin-Help!)...
Now the problem is that I can't use the angular constraints of the configurable joint anymore because they're not compatible with the planetary gravity.
So my question is, how can I affect the configurable joint so that I have the same X and Z angular restrictions as before? My idea was to create a quaterion value out of the planet's center and the players position to send it to the target rotation of the CJ --- but I have no idea how to do it.
If some have a solution or a hint I would be very happy.
Your answer
Follow this Question
Related Questions
Alternative to Quaternion.LookRotation() ? 2 Answers
ConfigurableJoint Anchors and nested RigidBodies 2 Answers
2d game - looking toward velocity for rigidbody player 1 Answer
is there any way to track the position of a certain point in the mesh of a capsule object? 1 Answer
Wrong direction of a object when use raycast.normal 0 Answers