i hope not… i could need some help with some colliders of 2 spaceships. i´m not sure, maybe there´s a solution using a script…but.
well, here we go.
both got a rigidbody and, of course, both don´t use gravity…after the ships collides they don´t stop wobbling through space and of course my player ship got a spin and the controls don´t work anymore… well, as i said… i hope there´s solution using a script to stop spinning and get back my smooth controls. thanks for any advice
this seems to be one part of the solution… after hitting an rigidbody the ship is still moving through space and i don´t find a solution to slow down this movement after the collision. this movement still continous after adding some speed into the opposite direction…of course…why this should work-.- the rigidboy is set up to:
mass 1000
drag 0
angular drag 0
no gravity (space…)
no is kine
interpolate none
no freeze
coll detect discrete
the collider:
material mome
no trigger , of course
smooth sp col: yes
convex: yes
and the collider mesh …
for stoping the spin: rigidbody.angularVelocity = Vector3.zero; …but the ship keeps moving and moving
i hope somebody knows how to fix that
yo, thx for the advice… until now i just used colliders as triggers;) the rigidbody.velocity was the key…after the collision the ships stops spinning because of rigidbody.angularVelocity = Vector3.zero; but it was still moving to an opposite direction of the collision… that was making me flip out