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Question by designico · Jun 04, 2014 at 11:30 AM · rigidbodyorientationaddrelativetorque

Using Rigidbody AddRelativeTorque on a planetary surface

Hi there!

I'm working on a small game with a planetary level design. My player is properably orientated to the surface. But when I try to rotate my player, that is a rigidbody, by AddRelativeTorque nothing happens becauce the code for orientate the player to the surface overwrites the AddRelativeTorque function (I guess).

Do someone knows a way how to mix AddRelativeTorque with a orietation (quaterion).

That's how the code looks like:

 rigidbody.rotation = planetaryOrientation.rotation;;
 rigidbody.AddRelativeTorque (new Vector3 (0f, (10000),0f));
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avatar image Kiwasi · Jun 04, 2014 at 12:50 PM 0
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Put up the planet orientation code as well?

avatar image designico · Jun 04, 2014 at 01:43 PM 0
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planet orientation is just another transform. So I need to find a way to rotate the player by AddRelativeTorque that already takes over the rotation of another transform.

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