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Question by spinki12 · Jul 04, 2013 at 03:24 PM · addforcetiltaddtorqueaircraft

tilting/rotating an aircraft/space ship

hi. I am making a game where i would like my space ship to rotate or tilt to the side where it is flying. i would like to use physics rigidbody.AddForce for movement (set the higher drag to stop it while button is not pressed) and for tilting i would like to use rigidbody.AddTorque while the button is pressed and to stop this i set rigidbody.angularDrag to 10 for example. What I am having problem is that after i release the button the ship stays rotated. How can i manage to automaticly tilt back to original rotation. Also i am having bad time as i used to move my ship with transform.positon and i have freeze constrains of rigidbody and now i have to uncheck those boxes as my ship wouldnt move while using physics. What is the solution for this as i want my ship to stay on its position even if it crash enemies I appreciate your time and would be gratefull for som code examples as well. thanks a lot Mikey

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Answer by Adam-Buckner · Jul 05, 2013 at 10:41 AM

I went to fix a typo in my original post and instead of updating the post, it seems that answers lost the entire post...

I'll try again.

I am assuming this is a 2D game.

You want to separate your "bank" from your movement.

Move your game object using add force and add torque. I would do this in world space on the global axes.

Set your "bank" in Update (not FixedUpdate) and I would set the Transform.rotation.z = -Input.GetAxis("Horizontal")

Remember that this will return a value be between -1 and 1, so you'll need to make a public float tilt; and mulitply that line by tilt... try something like 35, which would make that max bank 35°.

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