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Question by wxyzsupermod · Dec 25, 2019 at 04:15 PM · c#cameramomentum

How do I conserve momentum

Hi I am trying to make a basic flight sim in and am currently working on the first person camera aspect of it. This feels more or less like a real flight sim as long as I hold down the forward button but as soon as I let go I stop. How do I make it so I conserve momentum?

  public class CameraController : MonoBehaviour
     {
         public Rigidbody rb;
         private float speed = 25.0f;
         private float rotationSpeed = 120.0f;
         private float pitchSpeed = 60.0f;
         //private bool brake = false;
         private void Start() {
             rb.GetComponent<Rigidbody>();     
         }
         void Update () {
     
             float translation = Input.GetAxis("Vertical") * speed; //sets the movement params
             float rotation = Input.GetAxis("Horizontal") * rotationSpeed;
             float pitch = Input.GetAxis("Pitch") * pitchSpeed;
     
             translation *= Time.deltaTime;
             rotation *= Time.deltaTime;//normalizing per framerate
             pitch *= Time.deltaTime;
     
             //Vector3 movement = new Vector3(0, pitch, translation);
             //rb.velocity = movement;
             transform.Translate(0, 0, translation);
             transform.Rotate(pitch, 0, rotation);
         }
     
     }



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Answer by lgarczyn · Dec 26, 2019 at 01:36 AM

The problem is that you are not actually using the rigidbody, but simply forcing the rigidbody at specific positions. You should avoid moving a gameobject containing a rigidbody using transform.

The lines

              translation *= Time.deltaTime;
              rotation *= Time.deltaTime;//normalizing per framerate
              pitch *= Time.deltaTime;
      
              //Vector3 movement = new Vector3(0, pitch, translation);
              //rb.velocity = movement;
              transform.Translate(0, 0, translation);
              transform.Rotate(pitch, 0, rotation);

can be replaced by

              rb.velocity = translation ;
              rb.angularVelocity = new Vector2(pitch, 0f, rotation);

And that's all. Make sure that your rigidbody is not kinematic.

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avatar image wxyzsupermod · Dec 26, 2019 at 08:03 PM 0
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After trying your suggestion of changing this rb.velocity = new Vector3(0f, 0f, throttle); rb.angularVelocity = new Vector3(pitch, 0f, rotation); I found that I could only move forward on one axis, and the pitch and roll of the "plane" were behaving oddly as well. When I rolled it was no longer flat as it should have been and pitch just did odd stuff I can't really describe. I am trying to understand how these rigidbodys work, but I am not getting it so far.

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