I seem to be having this strange problem with AddRelativeTorque,
for some reason it spins my rigidbody on ALL axis instead of just the y axis.
Anybody have a answer for this?
if (inputX > 0.0)
{
rigidbody.AddRelativeTorque (0, turnForce, 0);
}
else if (inputX < 0.0)
{
rigidbody.AddRelativeTorque (0, -turnForce, 0);
}
You’re adding relative torque, so it’s spinning on the object’s Y axis, not the world Y axis. If you only want world Y rotation, then use AddTorque instead.
–Eric
You would think so but I still keep getting this problem.
You must have some other force acting on it, then.
–Eric
Ya thats what it has to be I’ll see if I can find it,
but for now I’m getting away with locking rotation’s x and z.
P.s. Dude your almost to 10,000 posts sheez that alot.