Comments (5)
Hi,
There's no easy answer, since how physics are used and forced interpreted will likely depend on your game. I have myself used them more in games where the steering is not physics-based.
If you see function ApplySteeringForce
in TickedVehicle, you'll notice that if the attached Rigidbody is not kinematic, then the vehicle will apply the force using Rigidbody.MovePosition. If this isn't enough for your case, then you may want to modify TickedVehicle (or create a subclass, although that function is currently not overridable) so that it interprets and applies the calculated forces in a game-specific manner.
Let me know if that helps. Cheers!
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I'm currently writing some other feature;
However - I'll try to Modify TickedVehicle as soon as I get the chance!
Thank you!
Then, I'll let you know what happened! =]
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Hi @ricardojmendez
Thank you so much for UnitySteer
Weve been trying out UnitySteer withh RBD2d dynamic and have been having similar issues (maybe) as @TCMOREIRA
Found a quick fix for it by changing the queue code from Update
to FixedUpdate
ref: https://unity3d.com/learn/tutorials/modules/beginner/scripting/update-and-fixedupdate
Still playing around with it, not completely sure of the ramifications of the changes, probably need to make it configurable in the next UnitySteer release?
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Hi,
I'm not actively developing UnitySteer right now, as I'm not doing anything in Unity. Feel free to send a PR with your rationale and I'll review it when I get a breather. Cheers!
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Combining RigiBody physics with steering behaviours used to work for me, but not since the last 2 major Unity releases. The Update
/ FixedUpdate
trick didn't work for me, so I added the ability to blend steering forces with non-kinematic RigidBody forces, rather than simply moving the object. Since I haven't battle tested this in my game yet, I'm not creating a pull request yet - but you can see the tiny change here: spikything@6172185
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