I'm fairly new with Unity, but I need to get the FPSWalker to walk freely within the interior of a cylinder. Think Rama, if you know what the heck that is.
I've seen a lot of tutorials for walkable spheres, mostly using faux gravity, which isn't what I need. Instead I'm sure I can just find some way to use Quaternions and the normals of the current surface to accomplish this.
1) Turn off gravity: done (I think, just turned it off for the FPC's rigidbody and for the floating cylinder - not sure what to do with the gravity calculation in the FPSWalker).
2) Apply a relative downward force in the player's y-direction: done (attached a ConstantForce component to the First Person Controller).
3) Make the player's relative coordinates rotate along with the interior surface of the cylinder <-- here's where all my problems are.
I've tried it a million ways, RaycastHit.normal, etc. There's clearly just an issue of unfamiliarity with the way the FPSWalker works on my part... any help would be appreciated.
--R