![]() ![]() = Quaternion.LookRotation(Vector3.forward, lookPosition - ansform. The effects of the forces applied with this function are accumulated at the time of the call. Specifying the ForceMode mode allows the type of force to be changed to an Acceleration, Impulse or Velocity Change. This.GetComponent().AddForce(lastKnown, ForceMode2D.Force) Force is applied continuously along the direction of the force vector. The RightStick left/right/forward/backward control the tilt. The LeftStick left/right will control the rotation around the vertical axis left/right. The LeftStick forward/backward will control all motors up/down. The force is specified as two separate components in the X and Y directions (there is no Z direction in 2D physics). ![]() The motors will be controlled by input from the gamepad. = Vector2.Lerp(new Vector2(, ), lastKnown, 0.2f * ltaTime) Objective: I want to make a drone with four motors that add downward force. LastKnown = new Vector2(, ) Įlse if(distance ().AddForce(-dir, ForceMode2D.Force) This.GetComponent().AddForce(dir, ForceMode2D.Force) = Vector2.Lerp(new Vector2(, ), dir, 0.2f * ltaTime) InRange = Physics2D.OverlapCircle(, 0.5f, 1 reference.getRetreatRange()) overlap circle from enemy searching for player Thanks for any assistance! Vector2 heading = - ĭouble distanceVector = heading.magnitude In this current state, the enemies can be pushed around but refuse to be affected by the force that I presume is affecting them.The function below is called in update, and has been attempted from fixed update, with no changes. Each enemy has a rigidbody2D and circle collider, each with a mass of 1 (I messed around with this number to no avail). The direction seems to calculate fine and works with lerp (see commented lines) functions, but I need to use a rigidbody2D to simulate colliding and stop things going through walls. I'm trying to add force towards the player when they are far away, and away from the player when they are too close. The object will be accelerated by the force according to the law force mass x acceleration - the larger the mass, the greater the force required to accelerate to a given speed. Im creating a 2d program, and am working on the enemy AI. The force is specified as two separate components in the X and Y directions (there is no Z direction in 2D physics). I've got an issue using the new Rigidybody2D.Addforce function. ![]()
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