![]() ![]() ![]() That one allows you to apply forces to it. In case of A, your plane in Unity is, as far as physics are concerned, just one single game object with a rigidbody component. Use a highly simplified air-drag model and physically acting flaps, elevators and rudders etc. Have a virtual physics model of your plane that calculates the forces applied to the plane.ī. You have two basic options to branch into, if you ask me:Ī. My experience resumes to a 2D underwater game where water friction plays a role, as well as an old college project trying to have a system that teaches itself flying with wing flaps. Unity will calculate one on its own using the colliders, but you will likely want to define your own for realism of something complex like a plane. ![]() Note that the physics system does have an InertiaTensor you can set: I recommend making a simple test bed where you just try out the methods with simple controls to get familiar with them. Use Unity 2022.3 or newer since they added the GetAccumulatedForce/Toqrque methods which can be helpful for debugging physics stuff. Click to expand.It takes a little bit to understand properly what all the force options and methods are that you have with Unity's Rigidbody component. ![]()
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