Hi everyone.
I'm getting to know unity and I've reached a small bump... On my test project I've implemented a "ship" object (behaves a bit like an airplane), a "track" (plane) and obstacles (cubes).
The goal is to make the "ship" fly around, while not being able to fly across the plane (track/floor) and the obstacles, my intention is to make it crash spectacularly when it collides, forcing the player to avoid them.
The ship's movement is done by direct transformation/manipulation of the ship object, since I wasn't able to find a suitable unity script (like the character controller).
This, as you can imagine, made a mess of my collisions:
-With gravity enabled on the obstacle plus a box collider and a box collider on the ship, the can't fly through the obstacle (sucess!), but it flyies trough the track (fail!).
-If I add a box collider and a rigidbody to the track, and enable gravity, the track "falls down to infinity" (fail!)
-If i set a mesh collider on the ship and activate convex, it will collide with the track, but it will also be "unflyable", since it just keeps spinning out of control like a possessed paper plane...
So my questions are the following:
1-Is there a Unity script I can use to make my movement script? Or should I take the highroad and "expand" the provided Move script (thus solving all my collision troubles because I wouldn't be using transform manipulation anymore)?
2-Alternatively, how can I configure my "track" (plane) object so that it stops "falling to infinity" when gravity is applied and start acting like a proper floor?
3-I've considered that maybe I'm approaching the problem in a very wrong angle (since my work so far is a mashup of unity examples and "creative" code), can anyone provide a recepie(or pointers) for properly setting up the environment that I need (floor, obstacle, flying thing)?
Thanks for helping out a poor n00b :)