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Question by Serah62 · Oct 05, 2020 at 12:21 AM · scripting problemmovementgravityphisics

local Physics

I'm trying to change gravity for a game object that is controlled by the player so when it hits a box collider the players character changes rotation and gravity along with what way is forward left right etc. I had some success with using reycasts but the gravity of everything in the world changed so I thought id try triggers and colliders I've been working on this for about 3 weeks any help would be very welcomed and appreciated.

 public class ChangeGravity : MonoBehaviour
 {
     
     
     public static float globalGravity = -9.81f;
     public float gravityScale = 10f;
     private Rigidbody rb;
 
 
     // Start is called before the first frame update
     void OnEnable()
     {
         rb = GetComponent<Rigidbody>();
         rb.useGravity = false;
     }
     
     void Start()
     {
        
         rb = GetComponent<Rigidbody>();
     }
 
     // Update is called once per frame
     void FixedUpdate()
     {
         Vector3 gravity = globalGravity * gravityScale * Vector3.up;
         rb.AddForce(gravity, ForceMode.Acceleration);
         //Physics.gravity = new Vector3(0, 10, 0);
         
     }
     void Update()
     {
         if(Input.GetKeyDown(KeyCode.Space)){
             gravityScale *= -1;
             
         }
         
         
     }
     }
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avatar image Owen-Reynolds · Oct 05, 2020 at 04:23 AM 0
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Hmmm...the variable is named globalGravity and it's static. Those match-up: it's everyone's shared gravity. But in the question it sounds as if you want it to be only for that one gameObject. Everyone can have their own personal up/down gravity. But you named it globalGravity... hmmm.

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