How to create a 'flying balance'

Hello,

I have a game object which can be moved in any direction (on a 2D plane - up down/left right). It reacts to gravity and has collision. Its something like a spaceship. What I want to do, is apply a Hinge Joint where the object has a pivot point and if it hits another object, it rotates and then returns back to its original orientation (using Spring- I guess). So this would look like a “flying balance”. I already have a movement script, but as soon as I attach the Hinge Joint, everything stops working. Is there a way of applying this effect? I’m doing this in C#.

I’m attaching a screenshot to show this more clearly.
The object moves in a X - Y world. I want to rotate it along its Z axis (following the red arrows).

Thank you!

128598--4796--$example_815.jpg

At least could someone tell me if this is possible or not? I would appreciate it very much. THANKS!!!

Yes, I’m sure it’s possible, what code have you tried such that things stop working? :slight_smile:

Well, I’m noob here as well and have no programming skills and trying to figure it out as well. So far I found this script somewhere (not sure in what tutorial). It works, but I cannot figure out how to make Z rotation. Anyone could help?

Thanks in advance,
Szymon.

///////////
var target : Transform;
var distanceMin = 10.0;
var distanceMax = 15.0;
var distanceInitial = 12.5;
var scrollSpeed = 1.0;

var xSpeed = 250.0;
var ySpeed = 120.0;

var yMinLimit = -20;
var yMaxLimit = 80;

private var x = 0.0;
private var y = 0.0;
private var distanceCurrent = 0.0;

@script AddComponentMenu (“Camera-Control/Key Mouse Orbit”)

function Start () {
var angles = transform.eulerAngles;
x = angles.y;
y = angles.x;

distanceCurrent = distanceInitial;

// Make the rigid body not change rotation
if (rigidbody)
rigidbody.freezeRotation = true;
}

function LateUpdate () {
if (target) {
x += Input.GetAxis(“Horizontal”) * xSpeed * 0.02;
y -= Input.GetAxis(“Vertical”) * ySpeed * 0.02;
distanceCurrent -= Input.GetAxis(“Mouse ScrollWheel”) * scrollSpeed;

distanceCurrent = Mathf.Clamp(distanceCurrent, distanceMin, distanceMax);
y = ClampAngle(y, yMinLimit, yMaxLimit);

var rotation = Quaternion.Euler(y, x, 0);
var position = rotation * Vector3(0.0, 0.0, -distanceCurrent) + target.position;

transform.rotation = rotation;
transform.position = position;
}
}

static function ClampAngle (angle : float, min : float, max : float) {
if (angle < -360)
angle += 360;
if (angle > 360)
angle -= 360;
return Mathf.Clamp (angle, min, max);
}