Reputation: 2242
After my player object touches the wall it sometimes starts to move and rotate on it's own. I tried to increase player object weight and it helps, but i don't think it's a good approach as tiny movement never dissapears.
Player is rigidbody with box collider attached.
isKinematic - false; useGravity - true; XYZ rotation is fixed and Y coordinate position is fixed.
Walls have box collider but have no rigidbody. Ground has no collider as Y position is fixed and player object doesn't touch the ground.
Game is network based so i have photon rigidbody view component attached to player as well.
Code (C#) which moves player:
public void Update()
{
if (!photonView.IsMine || !controllable)
{
return;
}
if (shootingTimer > 0.0)
{
shootingTimer -= Time.deltaTime;
}
m_MovementInputValue = Input.GetAxis(m_MovementAxisName);
if (m_MovementInputValue == 0.0f)
{
m_MovementInputValue = joystick.Vertical;
}
m_TurnInputValue = Input.GetAxis(m_TurnAxisName);
if (m_TurnInputValue == 0.0f)
{
m_TurnInputValue = joystick.Horizontal;
}
Vector3 vector = new Vector3(
m_TurnInputValue,
rigidbody.velocity.y,
m_MovementInputValue
);
MovementVector = Quaternion.AngleAxis(60, Vector3.up) * vector;
EngineAudio();
}
public void FixedUpdate()
{
if (!photonView.IsMine || !controllable)
{
return;
}
Move();
Turn();
}
private void Move()
{
// Adjust the position of the tank based on the player's input.
// Vector3 movement = transform.forward * m_MovementInputValue * m_Speed * Time.deltaTime;
// rigidbody.MovePosition(rigidbody.position + movement);
Vector3 movement = MovementVector * m_Speed * Time.deltaTime;
rigidbody.MovePosition(rigidbody.position + movement);
}
private void Turn()
{
// Adjust the rotation of the tank based on the player's input.
// float turn = m_TurnInputValue * m_TurnSpeed * Time.deltaTime;
// Quaternion turnRotation = Quaternion.Euler(0f, turn, 0f);
// rigidbody.MoveRotation(rigidbody.rotation * turnRotation);
if (m_TurnInputValue != 0.0f || m_MovementInputValue != 0.0f)
{
rigidbody.rotation = Quaternion.LookRotation(MovementVector);
}
}
Upvotes: 2
Views: 1621
Reputation: 113
Check to make sure the component (such as a rigidbody) is attached to the right object (gameobject - parent vs. child objects). Also, the fact that it is constantly rotating is curious... it makes me think it has something to do with the Time.DeltaTime, but I see that's only being applied to your Vector3 movement, and not in your rotation function... Just curious, what happens when you remove the Time.DeltaTime part from your movement Vector3?
Upvotes: 0