UFO Physics

Hi there

Im building a simulation of a UFO. We have a terrain to which it can fly around in. But im not too sure how to go about in terms of the physics. We want just a basic physics script just built into the actual UFO, using the mouse button to gently make it fly upwards and then using the arrows to make it go forwards, backwards, left and right, with possible leaning aswell for added realism?

Any ideas or possible scripts that anyone has played with?

Thanks
-D-

When I read the title I couldn’t resist to ask: If you build a simulation of an UFO, where did you get the data from how an original UFO behaves? Just curious, I would like to meet E.T. too… :slight_smile: :slight_smile:

(I’m sorry, couldn’t resist to ask…) :slight_smile:


But to answer your question or at least try to, I would go and make the UFO a rigidbody object and apply physics forces to it to fly upwards or move it over terrain. That could work.

Hope that helps a bit. :slight_smile:

UFOs are commonly considered to move in antigravitational bubbles with gravitational stabilizers to move at the speed they do without killing everyone in them.

As such the “physics” would be instantan.

but as that looks pretty strange I would potentially use a physics like “movement in water” with “strong forces that deaccelerate the ufos”

Here’s an old project that’s just been collecting dust since the 1.x days. Pretty much does what you want with some tweaking. You’ll need to add in the part about the mouse button but should be easy to achieve through adjusting the downforce var. Bonus powerboost included too! :wink:

Note this won’t self adjust to an uneven terrain. You’ll need to add that in if you need it.

[edit: Just remembered the way the game object is set up in this example. It actually will adjust to uneven terrain but probably not how you want. This was meant for the controls script not the game object set up. Just put a rigidbody like the example on your UFO and the script. The rest is up to you.]

188088–6651–$ufo_110.zip (8.17 KB)

ET? Not necessary: http://www.youtube.com/watch?v=5cTw5suIGag

let me quote some about the physics from this serious source :lol: :lol: :lol:
http://forum.axishistory.com/viewtopic.php?f=69&t=20550

From Vic’s link…

ROFL! :lol:

Not sure if you came up with a good solution, but I would recommend using some joints and having the root joint be based on the ground, tied to an object like the fps controller prefab. Have it not render.

Also make sure the collision is only with the terrain and not with any other world objects unless desired.

From there you can add a configurable joint to the UFO mesh to allow for some springing as you go over hills and such. Just make sure the joints can never break due to torque or force (unless that’s something you desire).