How do I get the velocity of my ridgidbody along a certain direction? So I can apply force in that direction if the velocity in that direction isn’t greater than max speed.
Think I solved it.
Vector3 direction;
float directionSpeed;
// you have to reverse the x axis for some reason
Vector3 temp = new Vector3(-rigidbody.velocity.x, rigidbody.velocity.y, rigidbody.velocity.z);
Vector3 rotatedVelocity = Quaternion.LookRotation(direction) * temp;
directionSpeed = rotatedVelocity.z;
Good that it works!
Just wanted to give you this link for the future. This might also make the code’s intent clearer if other people are reading your code.