Isolating physics of item attached to a moving rigid body

Hi how are you all? I have a slight challenge to resolve for a key feature in my Vive game. Essentially I have some physics -based controls the user can interact with attached to my vehicle which is also a rigid body that gets moved by force. I am in a situation where the controls are being heavily affected by the force of the vehicle moving, which I suppose we can call G-Force. What I would ideally like to do is isolate the physics based controls from the force of the moving vehicle, does anyone have any idea how to achieve this?

Thank you

1 Answer

1

I think I have found the only straightforward solution. Create a rigid body with Kinematic enabled and the connect the control to that rigid body with a joint and then use a transform and rotation follow script to move the kinematic rigid body with the vehicle and the controls will move along fine.

Thank you! this worked for me. for anyone curious, a follow script is as simple as this using System.Collections; using System.Collections.Generic; using UnityEngine; public class FollowMe : MonoBehaviour { public GameObject toFollow; // Update is called once per frame void FixedUpdate () { transform.position = toFollow.transform.position; transform.rotation = toFollow.transform.rotation; } }

I think your answer is exactly the opposite of what I want, but from there I think I stumbled across the correct answer. I will try changing this: https://docs.unity3d.com/ScriptReference/Renderer-material.html