ok, so I made a third person controller that will be the parent of an object that needs to move on the same plain, unfortunately I can not turn off gravity for it so no matter what it always falls.
I give it a ridged body and unchecked gravity, it still falls
I put in a script to set gravity to 0, it still falls
I change the motor scrip so gravity is set to o, it still F***ing falls
it seems no matter what I do I can not simply turn off gravity for it, I even used the complex motor scrip that lets you turn off gravity, it works, gravity is turned off, but the controller won’t move because it’s not on a solid surface.
basically I need a script that will turn off gravity for a controller, or a way to turn off the gravity, 3 days now of looking at questions like this and non have worked.
I REALLY want to find a way to simply turn off gravity on a controller but still let it move on the X and Z axis and NOT FALL AT ALL UNDER GRAVITY
hope to get acualy usfull answers because I have yet to find one and frankly I am annoyed as hell right now.
some more info, i’m making a project with a space craft that can move forward and back, left and right, but not up and down, it’s third person looking from above and behind, I need it to be able to accelerate, turn, and have the camera follow behind, currently I have a controller than moves the way I need and the camera follows they way I need, but I can not turn off gravity for the controller at all no matter what I do, and I can’t use the other controller script because it doesn’t work in 0 gravity.
here is the script I have for the controller, I need the ability to turn off gravity for it and have it still work and move the object around on the X and Z plain.
var speed = 3.0;
var rotateSpeed = 3.0;
function Update ()
{
var controller : CharacterController = GetComponent(CharacterController);
// Rotate around y - axis
transform.Rotate(0, Input.GetAxis ("Horizontal") * rotateSpeed, 0);
// Move forward / backward
var forward = transform.TransformDirection(Vector3.forward);
var curSpeed = speed * Input.GetAxis ("Vertical");
controller.SimpleMove(forward * curSpeed);
}
@script RequireComponent(CharacterController)