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Question by Craz3dBull · Apr 05, 2018 at 01:40 AM · physics

Help with Airplane / Spaceship Physics

Hello, I've been working on trying to make a controller for airplanes and spaceships. My placeholder airplane is just a cube with a rigid body and a script named RocketController. Here is my code so far:

using UnityEngine;

[RequireComponent(typeof(Rigidbody))] public class RocketController : MonoBehaviour {

 public float thrust = 500f;
 public float rollSpeed = 100f;
 public float pitchSpeed = 1000f;
 private Rigidbody rb;

 // Initialization
 void Start () {
     rb = GetComponent<Rigidbody>();
     Cursor.lockState = CursorLockMode.Locked;
     Cursor.visible = false;
 }
 
 // Called once per physics iteration
 void FixedUpdate () {

     // If Mouse 2 is pressed, change the roll and pitch based off of the mouse x and y
     if (Input.GetButton("Fire2"))
     {
         Quaternion AddRot = Quaternion.identity;
         float roll = Input.GetAxisRaw("Mouse X") * rollSpeed * Time.deltaTime;
         float pitch = Input.GetAxisRaw("Mouse Y") * pitchSpeed  * Time.deltaTime;

         rb.AddRelativeTorque(pitch, 0, -roll);
     }

     // If W/S or the up/down arrow is pressed, add forward or backwards force
     if (Input.GetButton("Vertical"))
     {
         rb.AddRelativeForce(new Vector3(0, 0, Input.GetAxisRaw("Vertical")) * thrust * Time.deltaTime);
     }

 }

}

This works pretty well, but I'm running into an issue that I'm not too sure how to put into words. So I drew this wonderful diagram in MS Paint.

https://imgur.com/R92uaTd

If anyone kind of understands what I mean, I would certainly love some help!

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