#And for rotating the RB, you might be
1 messages · Page 1 of 1 (latest)
thank you for the advice. the problem with this form of movement is that i dont want my characters body to be able to rotate by outside forces, so i have constraints enabled. unfortunatly, this makes it so i cannot use AddTorque or MoveRotation to move it. if theres an easy way to prevent outside rotations while allowing the player full control using an rb i would be happy to hear it.
maybe im asking for too much out of the box, i just want the rb for allowing the player to interact with the physics system, without allowing the physic system to influnce the player's rotation
Have you tried something like freezing the main character's rotations, but making the rotating thing be a child of it?
Then you can enable interpolation for the character, but manipulate the child's transform (which is not an RB) in update
the camera follows a "eyes" transform which is a child of the character. it isnt directly connected in the same way. move left and right i rotate the player character and the cam, up down i just rotate cam
what about adding an extra GO in-between? Like characterRB -> head -> eyes?
head rotates horizontally, eyes rotate vertically
The whole body should rotate when your looking left and right no? other then that, yes thats a similar situation to the one im using, abiet, doesnt "solve" the problem with the rb.
what is the shape of the body?
??? I thought you said it was a first-person game
oh nvm I see. Your last pictures confused me
what is the collider shape?
Was looking down in the picture for you to be able to see the entire body, mb
all are capsule colliders
all?
yes, all of them.
can't you unfreeze the Y rotation?
give me a second to test it.
Seems like that may just work, if i can figure out the right way to add Torque. Right now, i was storing eular variables for y and x to set them, but i can refractor it pretty easily. thank you for all the help, this is stuff for me to figure out from here.
You can just set the rotation directly with a technique like this: https://discussions.unity.com/t/rigidbody-cinemachine-jitters-with-without-interpolate/1594117/2