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A thing you can use to make a rigidbody move towards a position reliably
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using UnityEngine; | |
using System.Collections; | |
using System; | |
[RequireComponent (typeof(Rigidbody))] | |
public class PhysicsFollower : MonoBehaviour | |
{ | |
public Transform target; | |
Rigidbody rb; | |
[Range(0f,1f)] public float positionStrength = 1f; | |
[Range(0f,1f)] public float rotationStrength = 1f; | |
void Awake () | |
{ | |
rb = GetComponent<Rigidbody>(); | |
rb.useGravity = false; | |
rb.maxAngularVelocity = 30f; //set it to something pretty high so it can actually follow properly! | |
} | |
void FixedUpdate () | |
{ | |
if(target == null) return; | |
Vector3 deltaPos = target.position - transform.position; | |
rb.velocity = 1f/Time.fixedDeltaTime * deltaPos * Mathf.Pow(positionStrength, 90f*Time.fixedDeltaTime); | |
Quaternion deltaRot = target.rotation * Quaternion.Inverse(transform.rotation); | |
float angle; | |
Vector3 axis; | |
deltaRot.ToAngleAxis(out angle, out axis); | |
if (angle > 180.0f) angle -= 360.0f; | |
rb.angularVelocity = ((1f/Time.fixedDeltaTime) * angle * axis * 0.01745329251994f * Mathf.Pow(rotationStrength, 90f*Time.fixedDeltaTime)); | |
} | |
} |
Thank you! Worked perfectly
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This is a gem. Thanks alot.