Reputation: 967
How do I get a constant speed for this gravity script. The objects start off so fast then slows down as near the target. I just want a constant speed but I thought I was achieving it.
private Rigidbody ownBody;
private float maxVelocityOfInfluence = 10.2f;
private float rangeOfInfluence = 20000.0f;
public bool allowRangeGizmo = false;
private void OnEnable()
{
ownBody = GetComponent<Rigidbody>();
}
private void FixedUpdate()
{
Collider[] cols = Physics.OverlapSphere(transform.position, rangeOfInfluence);
List<Rigidbody> rbs = new List<Rigidbody>();
foreach (Collider c in cols)
{
Rigidbody otherBody = c.attachedRigidbody;
if (otherBody != null && otherBody != ownBody && !rbs.Contains(otherBody) && (otherBody.transform.gameObject.tag == "Enemy1" || otherBody.transform.gameObject.tag == "Enemy2" || otherBody.transform.gameObject.tag == "Enemy3" || otherBody.transform.gameObject.tag == "Enemy4"))
{
rbs.Add(otherBody);
Vector3 offset = transform.position - c.transform.position;
otherBody.AddForce(offset * ownBody.mass);
// Control speed of Enemy
if (otherBody.velocity.magnitude > maxVelocityOfInfluence)
{
otherBody.velocity = otherBody.velocity.normalized * maxVelocityOfInfluence;
}
}
}
}
Could it be this code? It seems the offset changes the speed?
Vector3 offset = transform.position - c.transform.position;
otherBody.AddForce(offset * ownBody.mass);
Upvotes: 0
Views: 81
Reputation: 787
Yes the offset value is greater the further your are so the force added will be greater. You can normalize the offset vector so its a direction vector instead (offset.normalized * ownBody.mass).
Upvotes: 1