I’m working on a flightsim utilising blade element theory, and have finally got the aircraft functional and working mostly as expected within the editor with 1.0.0exp8. However in builds the behaviour is completely off.
I’ve checked all the components (including blobs) are baking correctly, and the systems are all operating as normal, but it’s quite hard to determine exactly what fails. In plain English, the aircraft all immediately dive nose-down, and seem to have free movement from fully 90 degrees nose down, through to horizontal inverted flight, outside of that range they just resist or appear to be stalling and almost have a sort of gimbal-locked appearance. Concurrently, for some reason the drag calculations erroneously prevent them falling faster than c. 20kts.
The character controller is a simple physics body with ApplyImpulse, and this is fine from the editor to the build. Whereas I’m doing quite a lot of GetLinearVelocity calls that get pulled through the aero system to generate lift and induced drag, before another ApplyImpulse to apply forces, and it seems to be this is where the problem lies. Is it possible there’s some sort of mismatch in builds where the old translation system isn’t working as expected? The bug has all the hallmarks of a local/world space error. Should I try and update to the new transform approach?
Before I set up a bug report project, are there any caveats or known issues that might help here?
2022.2.0b9, Entities packages all latest 1.0.0exp8 and I’ve updated according to the physics and general entities guides, cleared errors etc. Building to OSX Standalone with Mono. Unity Physics.