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Question by boxing_rex · Oct 10, 2014 at 04:54 PM · c#physicscar

Flying back in car seat

So yeah, when I speed up in my car my guy (tic-tac man) goes further and further into the seat despite me setting his position to the seats position each frame. Here is the code at which the position of my character is changed:

 void FixedUpdate () {
         if(carControlEnabled){
             seatTarget = seatPos.transform.position;
             player.transform.position = seatTarget;
             player.GetComponent<CharacterController>().enabled = false;
             player.GetComponent<FPSWalkerEnhanced>().enabled = false;
             player.GetComponent<CapsuleCollider>().enabled = false;
             Controller();
             HandBrake();
         } else     if(!carControlEnabled){
             wheelRR.motorTorque = 0;
             wheelRL.motorTorque = 0;
             wheelRR.brakeTorque = decelerationSpeed;
             wheelRL.brakeTorque = decelerationSpeed;
             wheelFL.steerAngle = 0;
             wheelFR.steerAngle = 0;
         }
     }

I have included the full statement in-case you were wondering if anything else could be causing this, if you require some screenshots then just ask me. seatTarget just gets the vector position from the seat GameObject.

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Answer by bubzy · Oct 10, 2014 at 05:16 PM

if the player doesn't need to fly out of the windscreen or anything, you could consider disabling the rigidbody whilst in the vehicle. this should alleviate the problem

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avatar image boxing_rex · Oct 10, 2014 at 05:29 PM 0
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The fps controller does not have a rigidbody attached to it.

avatar image bubzy · Oct 10, 2014 at 05:40 PM 0
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if you are using the character controller asset, then yes it does. its just not visible :(

avatar image boxing_rex · Oct 10, 2014 at 05:43 PM 0
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How are you meant to disable something that's not visible, and im not using the default character controller.

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