#And for rotating the RB, you might be

1 messages · Page 1 of 1 (latest)

stuck aurora
#

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

eternal hound
#

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

stuck aurora
#

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

eternal hound
#

what about adding an extra GO in-between? Like characterRB -> head -> eyes?

#

head rotates horizontally, eyes rotate vertically

stuck aurora
#

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.

eternal hound
#

what is the shape of the body?

stuck aurora
#

its a humanoid shape, but uses capsule colliders for physics

eternal hound
#

??? I thought you said it was a first-person game

#

oh nvm I see. Your last pictures confused me

#

what is the collider shape?

stuck aurora
#

Was looking down in the picture for you to be able to see the entire body, mb

#

all are capsule colliders

eternal hound
#

all?

stuck aurora
#

yes, all of them.

eternal hound
#

can't you unfreeze the Y rotation?

stuck aurora
#

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.

eternal hound