I'm making a game with an endless mode where you have to dodge asteroids until you eventually die. Since the game could be endless, I wanted to avoid the coordinates issue mentioned here.
My player ship remains at 0,0,0. The asteroids spawn at the top of the screen and "fall" to simulate the player flying past them. The player can also accelerate and decelerate. I have tried scripting asteroid movement, but now I would like to try using Unity's physics to simplify code.
When accelerating/decelerating I could add force to all existing asteroids, but then asteroids which haven't spawned yet will not reflect the player's current speed. I basically want all asteroids to have the same speed.
I was thinking maybe I could create a dummy physics object that I can apply forces to, that also keeps track of its speed. It would be great if all objects could just reference this dummy object's speed and forces. Is something like this possible with Unity's physics? Or is there a better way to do what I'm attempting?