• 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
Question by modestvillain · Nov 11, 2014 at 09:13 PM · movementcontrollerracingturning

Racing Turn Movement

I am trying to replicate the turning movement from Kirby Air Ride, seen here: https://www.youtube.com/watch?v=Cg3faJPne74

You will notice just within the first few seconds of the video how responsive turning is. Most of the force is being applied in the direction specified and there isn't much lingering in the previous direction. When I try to control movement by simply boosting the transform.forward vector and reassigning it to rigidbody.velocity, my character slides all over the place. This makes sense because the new velocity has to counteract the old one.

How do I get a better feel closer to that shown in the video?

Comment

People who like this

0 Show 0
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

Answer by robertbu · Nov 11, 2014 at 09:30 PM

You can up the drag. The higher the drag, the faster old velocities decay. You'll likely have to increase the force applied.

Another solution is to map velocity to the direction of travel. Put this in fixed update

 var speed = rigidbody.velocity.magnitude;
 rigidbody.velocity = transform.forward * speed;

For some games where realistic physics is not the goal, the code manipulates the velocity directly rather than using AddForce().

Comment

People who like this

0 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 modestvillain · Nov 11, 2014 at 10:45 PM 0
Share

Thanks for the reply, Robert. How you've shown manipulating velocity is what I'm currently doing, not messing with AddForce().

The problem with the drag option is that I'm already using it for something else. When you hold a certain button the character comes to a nearly complete stop, and upon release explodes forward with a big boost. I up the drag value to get it to stop, and then set the drag to zero when I want to unleash the velocity...

I guess I could just simply change that to something else and try using the drag more effectively. Actually, I could just do both...sort of feels like an unsatisfying solution for some reason, but I'm going to try it out. Thanks.

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

2 People are following this question.

avatar image avatar image

Related Questions

The name 'Joystick' does not denote a valid type ('not found') 2 Answers

Movement on all projects/games are moving on their own. 0 Answers

Sci Fi Racing Controls and Physics? 0 Answers

Smoother Turning (New guy here, hi) 1 Answer

Player Movement 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