Timeline for Why does the box rotate, spin instead of gliding?
Current License: CC BY-SA 3.0
10 events
when toggle format | what | by | license | comment | |
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Oct 3, 2016 at 10:15 | vote | accept | Pichi Wuana | ||
Sep 24, 2016 at 23:01 | comment | added | Leo | I added a piece of code you can try. | |
Sep 24, 2016 at 23:01 | history | edited | Leo | CC BY-SA 3.0 |
Added code example
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Sep 24, 2016 at 22:14 | comment | added | Pichi Wuana |
This is with transform.Translate . When I change to rigidbody.velocity it acts like this. I want that it is like the first one, but with rigidbody.velocity .
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Sep 24, 2016 at 21:37 | comment | added | Leo | You want the cube to be able to rotate? You could freeze the rotation so the cube never rotates, no matter what happens. | |
Sep 24, 2016 at 19:13 | comment | added | Pichi Wuana | Moreover, I removed the friction and it still rotates on the z-axis. The difference is that it rotates on the edge and when it falls on another side of the cube, it glides on z-axis with WS as it should, but in x-axis inversely (D moves left). In addition, this would hinder me from rotating the camera as it should work. | |
Sep 24, 2016 at 19:02 | comment | added | Pichi Wuana | Moving the object through each direction. | |
Sep 24, 2016 at 15:30 | comment | added | Leo | Well, I don't see anything inherently wrong with it, beside updating physics on the Update function instead on FixedUpdate. It really depends on what you are trying to achieve. What kind of movement do you want to implement? WASD moving the object through each axis/direction, or do you want WS to move forward and backward, and rotate with A and D? | |
Sep 24, 2016 at 15:26 | comment | added | Pichi Wuana | Should I leave the code as it is? | |
Sep 24, 2016 at 15:24 | history | answered | Leo | CC BY-SA 3.0 |