Hi !
For the moment I just want to simulate a drone in unity the most realistic possible !
I do not want any automatic stabilizer or anything, I just want to have it with n propellers and each one depending on float for rotation rate of motor.
I made my game object with a Rigidbody component and I am using addForceAtPosition function.
Is this a good way to do it ?
I am not sure it is realistic, is there a better way ? Or something to know about rigidbody, addForce… to have a really realistic thing ?
If it is better I am ready to reproduce every unity function for rigidbody to adapt them for it… or do things like that to have really great simulation, it is important because I will use it for a “scientific” project, implementing AI, auto control, stuff like that !
Also, what about the scale of my drone, I globally want to be able to translate it in real world measures.
Is 1 in unity = 1 meter ?
And about mass, I know gravity is set to -9.81, so my mass is in kilograms am I right ?
A 3D game physics engine is not something to rely on for scientific simulation. They are designed to quickly approximate physics that looks convincing to the viewer.
Unity units are 1 meter and 1 kilogram but this can be altered by changing the gravity value etc.
You are probably going about it the correct way. Perhaps you also need to consider thrust, propeller pitch, wind, stalling etc.