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Question by SergeantBiscuits · Jul 25, 2012 at 10:50 AM · objecttorqueupright

Object always torques towards upright

Hey guys, quick question. I'm trying to get a buoyancy effect going for a boat, and what I need is a way to have the boat resist being tilted in the x and z axes. Best case scenario, it would torque hardest around an axis when rotated 180 degrees from the 0 of that axis.

So, what I need is a rigidbody.AddTorque statement that affects the x and z axes, dependent on the signed difference in angle from 0. Any ideas?

Thanks a lot, you guys are great!

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avatar image SergeantBiscuits · Jul 25, 2012 at 11:03 AM 0
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I'm convinced there's some kind of magic torque application, along the lines of rigidbody.AddTorque( transform.forward * c ), c being a constant. This doesn't work, but I think there's some magic combination that will do the trick.

I want to believe...!

avatar image SergeantBiscuits · Jul 25, 2012 at 11:43 AM 0
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Got something that works pretty well, actually. Pieced this together from other UnityAnswers.

rotationDelta = Quaternion.FromToRotation(transform.up, Vector3.up);

rigidbody.AddTorque( rotationDelta.x buoyantTorque, rotationDelta.y buoyantTorque, rotationDelta.z * buoyantTorque );

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Answer by Mold · Jul 25, 2012 at 11:20 AM

I guess the boat has a rigidbody? lock Z rotation?

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avatar image SergeantBiscuits · Jul 25, 2012 at 11:23 AM 0
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That's no fun... we need wobbly boat physics! : P

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