The conditions:
I have mixed physics and transform–to great effect. I am steering a vehicle down a hill, where it jumps off things, slides, etc.
Everything is in terms or AddRelativeForce, except…
transform.Rotate(Vector3.up, steer);
for smooth control that feels more natural then torque. That is the only ‘mixing’ i have done.
The only remaining issue in the control scheme has to do with collisions.
After the object goes off a jump, if it lands slightly turned, it has torque and spins the vehicle–which is good, it feels natural.
However, when i turn against that torque, instead of slowly balancing it out, the torque is continually applied. It only stops when the vehicle stops, I turn the vehicle around backwards (in the direction im being pulled), or collide with another object (other than the ground)
The only real solution I’ve found is to increase static friction to prevent sliding altogether. I’m not even sure adding torque would solve it.
I really don’t want to add torque–it makes the controls very difficult and unnatural (at least in my very limited experience). Once torque brakes static friction (in order to turn) i spin wildly out of control.