Reputation: 11
I am creating a Jump and run game but you are driving with a car. I use the the Wheel Joint 2D collider and I am also able to jump. Here is my code for the movement:
void Update()
{
movement = Input.GetAxis("Horizontal");
if (Input.GetButtonDown("Jump") && IsGrounded())
{
carRb.velocity = new Vector2(carRb.velocity.x, jumpForce);
}
if (Input.GetButtonUp("Jump") && carRb.velocity.y > 0f)
{
carRb.velocity = new Vector2(carRb.velocity.x, carRb.velocity.y * 0.5f);
}
}
private void FixedUpdate()
{
backTire.AddTorque(-movement * speed * Time.fixedDeltaTime);
frontTire.AddTorque(-movement * speed * Time.fixedDeltaTime);
carRb.AddTorque(-movement * carTorque * Time.fixedDeltaTime);
}
It works just fine but when I am fast and jump I rotate completely around my own axis and I land on my head and can't move anymore. Therefore I want to limit the rotation of the z-axis to a certain degree so that it won't happen anymore. I looked up how to do it but it doesn't fit for my car-context. Do you have any idea? I would be very grateful
Upvotes: 1
Views: 467
Reputation: 4073
You have multiple options to solve this:
Last thing could be done like this:
Vector3 eulerRot = rb.rotation.eulerAngles; // read current rotation
eulerRot.z = Mathf.Clamp(eulerRot .y, minRotation, maxRotation); // clamp it only on z axis.
rb.rotation = Quaternion.Euler(eulerRot); // set clamped rotation
Upvotes: 1