Hover?

Ok I know I have posted alot of questions but I finally got rotors spinning and thats all cleared, now how can I make the helicopter put force to the ground?

you must be talking about making some kind of wind from the helicopter rotors ? …if it has a rigidbody, there should be a setting there in the inspector to checkmark the constant force setting and then adjust the force numbers there …but then again the chances are your helicopter is going to be going constantly upward after you set those numbers…higher numbers would make it climb faster…maybe just make a wind area underneath the helicopter with another script attached to an invisible box and just have particles flying around giving it the illusion that the helicopter is forcing wind downward… or just use particles moving around to make it look like wind ? maybe that helps?

or did you want all characters to get pushed downward underneath the helicopter ? you could always just add a constant force on your rigidbodys on those characters set to a negative number on the y axis … it all depends what you want to do though

Here is a really good helicopter tutorial that is in a contest that STILL NEEDS TO BE FINISHED.
Turoial links are fun!

ground.rigidbody.AddForce( force );

Helicopters generally don’t move the ground though / the amount of force they generate isn’t enough to move the planet significantly. :slight_smile:

You could create a trigger volume (capsule, cube, w/e) under the 'copter and, whenever a rigidbody enters it, do something like

OnTriggerStay( other : Collider ) {
 if ( other.rigidbody  !other.rigidbody.isKinematic ) {
  sideForce = other.transform.position - copter.transform.position;
  sideForce.y = 0;
  other.rigidbody.AddForce( rotorDownForce + sideForce * sideForceMultiplier );
 }
}

I want the helicopter to move in the air and float up and down very little so it doesn’t just sit there like when I take gravity off the ridgid body

To make it realistic

anyone?

The edit button is your friend.

The best way is probably to use a sine wave animation.

position.y = Mathf.Sin( Time.time );

Or something similar. Might need to scale that a bit.

what i set possition to?