• Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
avatar image
0
Question by dragonSlayer · Jun 16, 2014 at 04:57 PM · rigidbody2d2d-physicsrigidbody.velocitylocalposition

rigidbody local space problem

I've set the rigidbody to move according to local space instead of world space. However, when rotating the ship rotates it doesn't move to the y axis of the local coordinates according to the scene view instead it moves to the x axis of the local coordinates.

alt text

My code snippet:

     public float speed;
     public float rotationSpeed;
     void Update(){
         float horizontal = Input.GetAxis ("Horizontal");
         //used to change the rotation of the ship
         transform.eulerAngles += new Vector3 (0.0f, 0.0f, horizontal * -rotationSpeed * Time.deltaTime);
     }
 
     void FixedUpdate(){
         float vertical = Input.GetAxis ("Vertical");
 
         
         Vector2 movement = new Vector2 (0.0f,vertical);
 
         //moves the ship in a local space
         rigidbody2D.velocity = transform.InverseTransformDirection(movement * speed);
 
         Debug.Log (movement);
     }
     
 
 
 

ship.png (58.1 kB)
Comment
Add comment
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

1 Reply

· Add your reply
  • Sort: 
avatar image
0

Answer by Owen-Reynolds · Jun 16, 2014 at 05:50 PM

I think InverseTransformDirection should be TransformDirection. Local/global coord transforms can hurt your head. But, a more obvious way is using transform.forward:

transform.forward is your personal, local, length 1 blue arrow. So could set velocity = transform.forward*(vertical*speed);. The parens aren't needed. I think this reads nicely as "move me forward, at that speed".

If someone else is setting speed, spaceship.forward is the same thing (assuming spaceship is the spaceships's transform.)

Also, playing directly with EulerAngles (line 6) isn't recommended. It may work as long as no other angles change. transform.Rotate(0,0,...) is the standard way. Then using Quaternions directly, for the weird stuff.

Comment
Add comment · Show 1 · Share
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users
avatar image dragonSlayer · Jun 16, 2014 at 06:17 PM 0
Share

Thanks it worked finally. I've been trying to fix it for hours.And thanks for the tip I will keep that in $$anonymous$$d.

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Welcome to Unity Answers

If you’re new to Unity Answers, please check our User Guide to help you navigate through our website and refer to our FAQ for more information.

Before posting, make sure to check out our Knowledge Base for commonly asked Unity questions.

Check our Moderator Guidelines if you’re a new moderator and want to work together in an effort to improve Unity Answers and support our users.

Follow this Question

Answers Answers and Comments

3 People are following this question.

avatar image avatar image avatar image

Related Questions

which is best method for 2d player movement 0 Answers

Rigidbody velocity updates on wrong collision Object,[2D] Rigidbody velocity updates on wrong collision object, 0 Answers

Ball bounces at different heights when it shouldn't 0 Answers

2D Character won't jump diagonally 1 Answer

2D box collision not working,2d Box Collider not working 0 Answers


Enterprise
Social Q&A

Social
Subscribe on YouTube social-youtube Follow on LinkedIn social-linkedin Follow on Twitter social-twitter Follow on Facebook social-facebook Follow on Instagram social-instagram

Footer

  • Purchase
    • Products
    • Subscription
    • Asset Store
    • Unity Gear
    • Resellers
  • Education
    • Students
    • Educators
    • Certification
    • Learn
    • Center of Excellence
  • Download
    • Unity
    • Beta Program
  • Unity Labs
    • Labs
    • Publications
  • Resources
    • Learn platform
    • Community
    • Documentation
    • Unity QA
    • FAQ
    • Services Status
    • Connect
  • About Unity
    • About Us
    • Blog
    • Events
    • Careers
    • Contact
    • Press
    • Partners
    • Affiliates
    • Security
Copyright © 2020 Unity Technologies
  • Legal
  • Privacy Policy
  • Cookies
  • Do Not Sell My Personal Information
  • Cookies Settings
"Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere (more info here). Other names or brands are trademarks of their respective owners.
  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges